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		<id>http://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ashhawk</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ashhawk"/>
		<link rel="alternate" type="text/html" href="http://datoolset.net/wiki/Special:Contributions/Ashhawk"/>
		<updated>2026-04-08T00:50:54Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=StartCharGen&amp;diff=20038</id>
		<title>StartCharGen</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=StartCharGen&amp;diff=20038"/>
				<updated>2023-03-13T22:43:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Pasted the description for nImportEnabled from the toolset, sadly it's cut off exactly like that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Generated with errors}}&lt;br /&gt;
{{dafunction&lt;br /&gt;
|name=StartCharGen&lt;br /&gt;
|brief=Starts the character generation or level up process&lt;br /&gt;
|param1type=object&lt;br /&gt;
|param1name=oCreature&lt;br /&gt;
|param1desc=The creature to generate&lt;br /&gt;
|param1default=&lt;br /&gt;
|param2type=int&lt;br /&gt;
|param2name=nMode&lt;br /&gt;
|param2desc=0 = char gen, 1 = level up&lt;br /&gt;
|param2default=0&lt;br /&gt;
|param3type=int&lt;br /&gt;
|param3name=nImportEnabled&lt;br /&gt;
|param3desc=applicable to chargen only, allows importing a hero from an existing save file (in addition to&lt;br /&gt;
|param3default=FALSE&lt;br /&gt;
|returntype=void&lt;br /&gt;
|returndesc=&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|sourcemodule=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --&amp;gt;&lt;br /&gt;
Do not use, use the functions in ui_h instead!!&lt;br /&gt;
Starts the character generation or level up process.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Remarks == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains additional comments, observations and known issues. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Examples == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains examples transcluded from the snippet library. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == See also == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains links to articles, functions or constant groups. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Inventory &amp;amp; equip slot functions]]&lt;br /&gt;
[[Category:Character generation]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=20035</id>
		<title>Bug:Leliana's head morph has her eyes in her mouth</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=20035"/>
				<updated>2022-12-12T20:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Removing BSN link notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found:''' N/A &amp;lt;!-- put the version number of your toolset here --&amp;gt;&lt;br /&gt;
*'''Status:''' Closed&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- Describe the bug here including as many details as possible. What situations trigger it and what effects it causes are the most important. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The head morph for Leliana, available at [http://social.bioware.com/project/1331/], has her eyes tucked down inside her mouth. This is caused by the &amp;quot;unique shape&amp;quot; slider for Leliana.&lt;br /&gt;
&lt;br /&gt;
The uem_chf_05a_0.mmh file had duplicated node data for the mshh entry.  While all of the other MMH files for the unique shapes have only six nodes, the Leliana one has seven.  The sixth and seventh nodes are duplicates.  For whatever reason, all of the other unique shapes had their mesh labeled EyesM1, but only the Leliana one had EyesM2.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
&amp;lt;!-- if you know of any ways to work around the bug describe them here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This bug was with the game data rather than the toolset itself, and has been patched in patch003.erf located in &amp;lt;code&amp;gt;packages\core\patch&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Closed bugs]]&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=20034</id>
		<title>Bug:Leliana's head morph has her eyes in her mouth</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=20034"/>
				<updated>2022-12-12T20:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: This bug was patched in patch003.erf, so should be fixed for most people these days, but I'm not sure which game patch number that corresponds to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
*'''Version found:''' N/A &amp;lt;!-- put the version number of your toolset here --&amp;gt;&lt;br /&gt;
*'''Status:''' Closed&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- Describe the bug here including as many details as possible. What situations trigger it and what effects it causes are the most important. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The head morph for Leliana, available at [http://social.bioware.com/project/1331/], has her eyes tucked down inside her mouth. This is caused by the &amp;quot;unique shape&amp;quot; slider for Leliana.&lt;br /&gt;
&lt;br /&gt;
The uem_chf_05a_0.mmh file had duplicated node data for the mshh entry.  While all of the other MMH files for the unique shapes have only six nodes, the Leliana one has seven.  The sixth and seventh nodes are duplicates.  For whatever reason, all of the other unique shapes had their mesh labeled EyesM1, but only the Leliana one had EyesM2.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
&amp;lt;!-- if you know of any ways to work around the bug describe them here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This bug was with the game data rather than the toolset itself, and has been patched in patch003.erf located in &amp;lt;code&amp;gt;packages\core\patch&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Closed bugs]]&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20033</id>
		<title>Naming conventions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20033"/>
				<updated>2022-09-10T10:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Added some definitions from the VFX list page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BioWare's resources follow a naming convention which allows for easy management and easy location of resources needed. When creating new resources it is a good idea to follow the existing naming convention (or your own scheme if you have a preferred one), to differentiate your work from that of others and to help you keep your resources organized.&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Although only one campaign is loaded at a time in game, unintended conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one will load. This is determined by the [[Source directory priorities]].  So, it's good to choose names that are likely to be unique.         &lt;br /&gt;
&lt;br /&gt;
Usually resources are separated by underscores into categories and have prefixes sorting them based on a certain main class, or suffixes giving them certain variations.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Resource Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
Design resource names are free-form. As a matter of convenience and courtesy to players, you might prefer to follow a convention that reduces the risk of conflict between add-ins and improves compatibility with future Bioware releases. Bear in mind that only one resource with a given name will load in game. &lt;br /&gt;
&lt;br /&gt;
For simple mods, it might be sufficient to use a unique resource name prefix which is unlikely to be used by anyone else. See [[Prefixes in use]].&lt;br /&gt;
&lt;br /&gt;
Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.&lt;br /&gt;
&lt;br /&gt;
In either case, it would be wise to avoid a prefix that Bioware has already used, such as &amp;quot;gen&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;cir200cr_bloodmage&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc) or &amp;quot;gen&amp;quot; for global resources.&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (&amp;quot;ar&amp;quot; for area, &amp;quot;al&amp;quot; for area list, &amp;quot;ip&amp;quot; for placeable, &amp;quot;cr&amp;quot; for creature, &amp;quot;im&amp;quot; for item, &amp;quot;tr&amp;quot; for trigger, &amp;quot;pt&amp;quot; for plot, &amp;quot;st&amp;quot; for stage, &amp;quot;cs&amp;quot; for cutscene, &amp;quot;wp&amp;quot; for waypoint). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource. Merchants usually have the owner name, with the prefix &amp;quot;store_&amp;quot;.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
== Model File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH / PHY &lt;br /&gt;
&lt;br /&gt;
[ef]_[rob]_[enc][a]_[0].mmh  (ef_rob_enca_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Where [MainClass] is of General type of a Model. The Toolset will build the MainClass based on Race/Gender/Itemtype etc, so this must be correct. (see below)&lt;br /&gt;
*[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELSUBTYPE] is optional as defined with [[2DA|2DAs]]. Typically a short name describing different Variations of a Model. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELVARIATION] is optional as defined with [[2DA|2DAs]]. Typically one letter a, b, c describing further Variations. See: [[ItemVariations.xls]]&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]+[ModelName]_[LOD].MMH / PHY&lt;br /&gt;
&lt;br /&gt;
[c]_[deepstkra]_[0].mmh (c_deepstkra_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[MainClass] is the general type of the model. When no override is set in [[APR base.xls]], the toolset will generate it based on race and gender. (see below)&lt;br /&gt;
*[ModelName] is the Modelname (including mainclass) described in [[APR base.xls]]. When no Modelname is given, and Modeltype is P, the toolset will generate it based on [[NakedVariations.xls]] (unsure)&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable. &lt;br /&gt;
&lt;br /&gt;
This accounts for the game being able to locate a [[MMH]] via 2DA definitions. [[MSH]] / [[MAO]] / [[DDS]] Files are referenced by the MMH and each other but follow similar schemes.&lt;br /&gt;
&lt;br /&gt;
=== Model Main Class Naming Convention ===&lt;br /&gt;
&lt;br /&gt;
*base&lt;br /&gt;
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie &amp;quot;outside&amp;quot; an interior level where the player shouldn't be able to see.&lt;br /&gt;
*c - Creature (full body)&lt;br /&gt;
*cai - Cave Int. &lt;br /&gt;
*cav - Caves&lt;br /&gt;
*cdr - Cave Deep Road&lt;br /&gt;
*che - Chantry Exterior&lt;br /&gt;
*chi - Chantry Interior&lt;br /&gt;
*cn - Creatures split into body/head/eyes&lt;br /&gt;
*cs - Cutscene&lt;br /&gt;
*df - dwarf female accessories and components&lt;br /&gt;
*dm - dwarf male accessories and components&lt;br /&gt;
*dne - dwarf noble exterior level pieces&lt;br /&gt;
*dni - dwarf noble interior level pieces&lt;br /&gt;
*dse - Dwarf Slum Exterior&lt;br /&gt;
*dsi - Dwarf Slum Interior&lt;br /&gt;
*dwe - Dwarven Exterior (Orzammar City) &lt;br /&gt;
*dwi - Dwarven Interior&lt;br /&gt;
*ef - elf female accessories and components&lt;br /&gt;
*el - Lights&lt;br /&gt;
*el_lr - Light Rig&lt;br /&gt;
*el_lp - Light Probe&lt;br /&gt;
*em - elf male accessories and components&lt;br /&gt;
*fca - Fereldan Castle&lt;br /&gt;
*fce - Fereldan Castle/City Exterior &lt;br /&gt;
*fci - Fereldan Castle Interior&lt;br /&gt;
*fde - Fade&lt;br /&gt;
*fdi - Fereldan Dungeon Interior&lt;br /&gt;
*fhe - Fereldan Human Exterior&lt;br /&gt;
*fhec - ? (used in Redcliffe Village)&lt;br /&gt;
*fhi - Ferelden Human Interior&lt;br /&gt;
*fne - Ferelden noble exterior level pieces&lt;br /&gt;
*frt - Fort (Drakon)&lt;br /&gt;
*fti - Fereldan Town Interior&lt;br /&gt;
*ftr - Fort (Drakon) Roof&lt;br /&gt;
*fve - Fereldan Village Exterior&lt;br /&gt;
*fx - Effects&lt;br /&gt;
*fxa - Ability Effects&lt;br /&gt;
*fxc - Creature Effects&lt;br /&gt;
*fxe - Environmental Effects&lt;br /&gt;
*fxg - Glyph (or Ground?) Effects (eg AOE placement/aim indicators)&lt;br /&gt;
*fxm - Animator cutscene effects&lt;br /&gt;
*fxp - Prop Effects&lt;br /&gt;
*hf - human female accessories and components&lt;br /&gt;
*hm - human male accessories and components&lt;br /&gt;
*hro - Hero Sets&lt;br /&gt;
*kn - Kid (child) related&lt;br /&gt;
*lightrig&lt;br /&gt;
*material&lt;br /&gt;
*nm - ? (just Duncan's body)&lt;br /&gt;
*pf - Female (race-neutral) related&lt;br /&gt;
*plc - placeables&lt;br /&gt;
*pm - Male (race-neutral) related&lt;br /&gt;
*pn - Related to any gender or race&lt;br /&gt;
*prp - props&lt;br /&gt;
*prv - Provings&lt;br /&gt;
*qm - Qunari male related&lt;br /&gt;
*sb - Skybox&lt;br /&gt;
*sca&lt;br /&gt;
*sr - Selection Ring (creature allegiance indicator rings)&lt;br /&gt;
*tce - Tevinter Castle Exterior&lt;br /&gt;
*tci - Tevinter Castle Interior&lt;br /&gt;
*tfi - Tevinter Fade Interior&lt;br /&gt;
*tools - models used by the toolset&lt;br /&gt;
*trn - ? (possibly terrain creation utilities)&lt;br /&gt;
*tti - Tevinter Tower Interior&lt;br /&gt;
*tve - Tevinter Exterior&lt;br /&gt;
*tvi - Tevinter Interior&lt;br /&gt;
*tvm - ? (Tevinter something)&lt;br /&gt;
*ue - Eye morph targets&lt;br /&gt;
*uem - Eyes and eye morph targets&lt;br /&gt;
*uh - Head morph targets&lt;br /&gt;
*uhm - Heads and head morph targets&lt;br /&gt;
*ul - Eyelash morph targets&lt;br /&gt;
*ulm - Eyelashes and eyelash morph targets&lt;br /&gt;
*v&lt;br /&gt;
*vfx - Visual Effects&lt;br /&gt;
*vis - Vista Objects&lt;br /&gt;
*vst - Vista Objects&lt;br /&gt;
*w - weapon models&lt;br /&gt;
*water - waterfall pieces&lt;br /&gt;
*zz - models used in debugging&lt;br /&gt;
&lt;br /&gt;
== Voice Over File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[LineID]_m.WAV&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*with [LineID] replaced by the ID number for the conversation line's string table entry.&lt;br /&gt;
&lt;br /&gt;
This accounts for being able to locate thousands of VO lines, when assigning them to their conversation line.&lt;br /&gt;
&lt;br /&gt;
See [[voice over]] for more information on how to manage voice over recording.&lt;br /&gt;
&lt;br /&gt;
== Animation File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;mh.dg_5p_tn_l_45.ANI&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The various parts of the animation name gives you information about the type of animation.  This for example means &amp;quot;male human dialogue 5 paces turn left 45 degrees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All humanoid animations prefix with mh.  (male human). There is also a small list of fh (female human), These work across all races pretty much.&lt;br /&gt;
 &lt;br /&gt;
After the prefix you have the following:&lt;br /&gt;
*2p - a 2 person animation... usually lined up (i.e. give and receive, punch and punched, kiss and kissed)&lt;br /&gt;
*am - ambient... full animations that so specific actions (i.e. blacksmith, cheering, clean floor)&lt;br /&gt;
*cb - combat animations&lt;br /&gt;
*cu - custom animation, usually for a specific cutscene or purpose&lt;br /&gt;
*dg - dialog... animation fpr the purpose of use within dialogs (although we use all these animations)&lt;br /&gt;
*po - pose based animations - these are specific poses and gestures for talking dialogs&lt;br /&gt;
*wi - world interaction - similar to ambient but more about interacting with world objects (desks, leaning, sitting)&lt;br /&gt;
&lt;br /&gt;
After the above second prefix the rest is usually descriptive (or some what). Key thing to note:&lt;br /&gt;
*en - enter animation... this is the animation that gets the actor doing the animation... usually from a standing neutral position&lt;br /&gt;
*lp - looping animation - this is the animation that loops to keep the actor in a pose or position&lt;br /&gt;
*ex - exit animation - this is the animation that gets the actor out of the lp animation... usually to a standing neutral position&lt;br /&gt;
*tw - twitch, an animation that plays from the lp animation&lt;br /&gt;
 &lt;br /&gt;
So, for example:&lt;br /&gt;
*mh.wi_sit_en  - animation goes from standing neutral to sitting&lt;br /&gt;
*mh.wi_sit_lp   - animation loops in the sitting pose&lt;br /&gt;
*mh.wi_sit_ex  - animation goes from sitting to standing neutral&lt;br /&gt;
*mh.wi_sit_tw1 - an animation that plays from sit_lp, such as someone scratching their head&lt;br /&gt;
&lt;br /&gt;
== Vegetation (Speedtree) File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;tre c oakfixl.SPT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vegetation is sorted in main categories via Prefix:&lt;br /&gt;
&lt;br /&gt;
*bsh - Bushes&lt;br /&gt;
*gra - Grass&lt;br /&gt;
*tre - Trees&lt;br /&gt;
&lt;br /&gt;
The last part is a short description of the vegetation type, ie Oak, which is a Oaktree.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
*[[Art Resources]]&lt;br /&gt;
*[[Designer Resources]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20032</id>
		<title>Naming conventions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20032"/>
				<updated>2022-09-09T20:36:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: CN correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BioWare's resources follow a naming convention which allows for easy management and easy location of resources needed. When creating new resources it is a good idea to follow the existing naming convention (or your own scheme if you have a preferred one), to differentiate your work from that of others and to help you keep your resources organized.&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Although only one campaign is loaded at a time in game, unintended conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one will load. This is determined by the [[Source directory priorities]].  So, it's good to choose names that are likely to be unique.         &lt;br /&gt;
&lt;br /&gt;
Usually resources are separated by underscores into categories and have prefixes sorting them based on a certain main class, or suffixes giving them certain variations.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Resource Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
Design resource names are free-form. As a matter of convenience and courtesy to players, you might prefer to follow a convention that reduces the risk of conflict between add-ins and improves compatibility with future Bioware releases. Bear in mind that only one resource with a given name will load in game. &lt;br /&gt;
&lt;br /&gt;
For simple mods, it might be sufficient to use a unique resource name prefix which is unlikely to be used by anyone else. See [[Prefixes in use]].&lt;br /&gt;
&lt;br /&gt;
Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.&lt;br /&gt;
&lt;br /&gt;
In either case, it would be wise to avoid a prefix that Bioware has already used, such as &amp;quot;gen&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;cir200cr_bloodmage&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc) or &amp;quot;gen&amp;quot; for global resources.&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (&amp;quot;ar&amp;quot; for area, &amp;quot;al&amp;quot; for area list, &amp;quot;ip&amp;quot; for placeable, &amp;quot;cr&amp;quot; for creature, &amp;quot;im&amp;quot; for item, &amp;quot;tr&amp;quot; for trigger, &amp;quot;pt&amp;quot; for plot, &amp;quot;st&amp;quot; for stage, &amp;quot;cs&amp;quot; for cutscene, &amp;quot;wp&amp;quot; for waypoint). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource. Merchants usually have the owner name, with the prefix &amp;quot;store_&amp;quot;.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
== Model File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH / PHY &lt;br /&gt;
&lt;br /&gt;
[ef]_[rob]_[enc][a]_[0].mmh  (ef_rob_enca_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Where [MainClass] is of General type of a Model. The Toolset will build the MainClass based on Race/Gender/Itemtype etc, so this must be correct. (see below)&lt;br /&gt;
*[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELSUBTYPE] is optional as defined with [[2DA|2DAs]]. Typically a short name describing different Variations of a Model. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELVARIATION] is optional as defined with [[2DA|2DAs]]. Typically one letter a, b, c describing further Variations. See: [[ItemVariations.xls]]&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]+[ModelName]_[LOD].MMH / PHY&lt;br /&gt;
&lt;br /&gt;
[c]_[deepstkra]_[0].mmh (c_deepstkra_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[MainClass] is the general type of the model. When no override is set in [[APR base.xls]], the toolset will generate it based on race and gender. (see below)&lt;br /&gt;
*[ModelName] is the Modelname (including mainclass) described in [[APR base.xls]]. When no Modelname is given, and Modeltype is P, the toolset will generate it based on [[NakedVariations.xls]] (unsure)&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable. &lt;br /&gt;
&lt;br /&gt;
This accounts for the game being able to locate a [[MMH]] via 2DA definitions. [[MSH]] / [[MAO]] / [[DDS]] Files are referenced by the MMH and each other but follow similar schemes.&lt;br /&gt;
&lt;br /&gt;
=== Model Main Class Naming Convention ===&lt;br /&gt;
&lt;br /&gt;
*base&lt;br /&gt;
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie &amp;quot;outside&amp;quot; an interior level where the player shouldn't be able to see.&lt;br /&gt;
*c - Creature (full body)&lt;br /&gt;
*cai - Cave Int. &lt;br /&gt;
*cav - Caves&lt;br /&gt;
*cdr - Cave Deep Road&lt;br /&gt;
*che - Chantry Exterior&lt;br /&gt;
*chi - Chantry Interior&lt;br /&gt;
*cn - Creatures split into body/head/eyes&lt;br /&gt;
*cs - Cutscene&lt;br /&gt;
*df - dwarf female accessories and components&lt;br /&gt;
*dm - dwarf male accessories and components&lt;br /&gt;
*dne - dwarf noble exterior level pieces&lt;br /&gt;
*dni - dwarf noble interior level pieces&lt;br /&gt;
*dse - Dwarf Slum Exterior&lt;br /&gt;
*dsi - Dwarf Slum Interior&lt;br /&gt;
*dwe - Dwarven Exterior (Orzammar City) &lt;br /&gt;
*dwi - Dwarven Interior&lt;br /&gt;
*ef - elf female accessories and components&lt;br /&gt;
*el - Lights&lt;br /&gt;
*el_lr - Light Rig&lt;br /&gt;
*el_lp - Light Probe&lt;br /&gt;
*em - elf male accessories and components&lt;br /&gt;
*fca - Fereldan Castle&lt;br /&gt;
*fce - Fereldan Castle/City Exterior &lt;br /&gt;
*fci - Fereldan Castle Interior&lt;br /&gt;
*fde - Fade&lt;br /&gt;
*fdi - Fereldan Dungeon Interior&lt;br /&gt;
*fhe - Fereldan Human Exterior&lt;br /&gt;
*fhec - ? (used in Redcliffe Village)&lt;br /&gt;
*fhi - Ferelden Human Interior&lt;br /&gt;
*fne - Ferelden noble exterior level pieces&lt;br /&gt;
*frt - Fort (Drakon)&lt;br /&gt;
*fti - Fereldan Town Interior&lt;br /&gt;
*ftr - Fort (Drakon) Roof&lt;br /&gt;
*fve - Fereldan Village Exterior&lt;br /&gt;
*fx - Effects&lt;br /&gt;
*fxa - Ability Effects&lt;br /&gt;
*fxc - Creature Effects&lt;br /&gt;
*fxe&lt;br /&gt;
*fxg - Glyph (or Ground?) Effects (eg AOE placement/aim indicators)&lt;br /&gt;
*fxm&lt;br /&gt;
*fxp - Prop Effects&lt;br /&gt;
*hf - human female accessories and components&lt;br /&gt;
*hm - human male accessories and components&lt;br /&gt;
*hro - Hero Sets&lt;br /&gt;
*kn - Kid (child) related&lt;br /&gt;
*lightrig&lt;br /&gt;
*material&lt;br /&gt;
*nm - ? (just Duncan's body)&lt;br /&gt;
*pf - Female (race-neutral) related&lt;br /&gt;
*plc - placeables&lt;br /&gt;
*pm - Male (race-neutral) related&lt;br /&gt;
*pn - Related to any gender or race&lt;br /&gt;
*prp - props&lt;br /&gt;
*prv - Provings&lt;br /&gt;
*qm - Qunari male related&lt;br /&gt;
*sb - Skybox&lt;br /&gt;
*sca&lt;br /&gt;
*sr - ? Ring (creature allegiance indicator rings)&lt;br /&gt;
*tce - Tevinter Castle Exterior&lt;br /&gt;
*tci - Tevinter Castle Interior&lt;br /&gt;
*tfi - Tevinter Fade Interior&lt;br /&gt;
*tools - models used by the toolset&lt;br /&gt;
*trn - ? (possibly terrain creation utilities)&lt;br /&gt;
*tti - Tevinter Tower Interior&lt;br /&gt;
*tve - Tevinter Exterior&lt;br /&gt;
*tvi - Tevinter Interior&lt;br /&gt;
*tvm - ? (Tevinter something)&lt;br /&gt;
*ue - Eye morph targets&lt;br /&gt;
*uem - Eyes and eye morph targets&lt;br /&gt;
*uh - Head morph targets&lt;br /&gt;
*uhm - Heads and head morph targets&lt;br /&gt;
*ul - Eyelash morph targets&lt;br /&gt;
*ulm - Eyelashes and eyelash morph targets&lt;br /&gt;
*v&lt;br /&gt;
*vfx - Visual Effects&lt;br /&gt;
*vis - Vista Objects&lt;br /&gt;
*vst - Vista Objects&lt;br /&gt;
*w - weapon models&lt;br /&gt;
*water - waterfall pieces&lt;br /&gt;
*zz - models used in debugging&lt;br /&gt;
&lt;br /&gt;
== Voice Over File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[LineID]_m.WAV&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*with [LineID] replaced by the ID number for the conversation line's string table entry.&lt;br /&gt;
&lt;br /&gt;
This accounts for being able to locate thousands of VO lines, when assigning them to their conversation line.&lt;br /&gt;
&lt;br /&gt;
See [[voice over]] for more information on how to manage voice over recording.&lt;br /&gt;
&lt;br /&gt;
== Animation File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;mh.dg_5p_tn_l_45.ANI&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The various parts of the animation name gives you information about the type of animation.  This for example means &amp;quot;male human dialogue 5 paces turn left 45 degrees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All humanoid animations prefix with mh.  (male human). There is also a small list of fh (female human), These work across all races pretty much.&lt;br /&gt;
 &lt;br /&gt;
After the prefix you have the following:&lt;br /&gt;
*2p - a 2 person animation... usually lined up (i.e. give and receive, punch and punched, kiss and kissed)&lt;br /&gt;
*am - ambient... full animations that so specific actions (i.e. blacksmith, cheering, clean floor)&lt;br /&gt;
*cb - combat animations&lt;br /&gt;
*cu - custom animation, usually for a specific cutscene or purpose&lt;br /&gt;
*dg - dialog... animation fpr the purpose of use within dialogs (although we use all these animations)&lt;br /&gt;
*po - pose based animations - these are specific poses and gestures for talking dialogs&lt;br /&gt;
*wi - world interaction - similar to ambient but more about interacting with world objects (desks, leaning, sitting)&lt;br /&gt;
&lt;br /&gt;
After the above second prefix the rest is usually descriptive (or some what). Key thing to note:&lt;br /&gt;
*en - enter animation... this is the animation that gets the actor doing the animation... usually from a standing neutral position&lt;br /&gt;
*lp - looping animation - this is the animation that loops to keep the actor in a pose or position&lt;br /&gt;
*ex - exit animation - this is the animation that gets the actor out of the lp animation... usually to a standing neutral position&lt;br /&gt;
*tw - twitch, an animation that plays from the lp animation&lt;br /&gt;
 &lt;br /&gt;
So, for example:&lt;br /&gt;
*mh.wi_sit_en  - animation goes from standing neutral to sitting&lt;br /&gt;
*mh.wi_sit_lp   - animation loops in the sitting pose&lt;br /&gt;
*mh.wi_sit_ex  - animation goes from sitting to standing neutral&lt;br /&gt;
*mh.wi_sit_tw1 - an animation that plays from sit_lp, such as someone scratching their head&lt;br /&gt;
&lt;br /&gt;
== Vegetation (Speedtree) File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;tre c oakfixl.SPT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vegetation is sorted in main categories via Prefix:&lt;br /&gt;
&lt;br /&gt;
*bsh - Bushes&lt;br /&gt;
*gra - Grass&lt;br /&gt;
*tre - Trees&lt;br /&gt;
&lt;br /&gt;
The last part is a short description of the vegetation type, ie Oak, which is a Oaktree.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
*[[Art Resources]]&lt;br /&gt;
*[[Designer Resources]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Level_tutorial&amp;diff=20031</id>
		<title>Level tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Level_tutorial&amp;diff=20031"/>
				<updated>2022-09-09T20:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Fixed some list markup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lighting ==&lt;br /&gt;
&lt;br /&gt;
# Basic lighting (or advanced lighting)&lt;br /&gt;
# Render Lighting&lt;br /&gt;
# Save the Lightmap&lt;br /&gt;
# Test the Level&lt;br /&gt;
&lt;br /&gt;
=== Basic Lighting ===&lt;br /&gt;
&lt;br /&gt;
To light an area with basic lighting, do the following:&lt;br /&gt;
&lt;br /&gt;
In the first room:&lt;br /&gt;
&lt;br /&gt;
* Static Light (Change Light Radius to 600)&lt;br /&gt;
* Ambient Light&lt;br /&gt;
* Light Probe&lt;br /&gt;
&lt;br /&gt;
In all other rooms:&lt;br /&gt;
&lt;br /&gt;
* Static Light (Light Radius = 600)&lt;br /&gt;
* Light Probe&lt;br /&gt;
&lt;br /&gt;
[[File:Light-basicsetup.jpg]]&lt;br /&gt;
&lt;br /&gt;
Thats it! Now continue on to the &amp;quot;Render Lighting&amp;quot; step.&lt;br /&gt;
&lt;br /&gt;
=== Render Lighting ===&lt;br /&gt;
&lt;br /&gt;
Just click the Render lightmaps button, and then wait for the light maps to render. When they are done rendering RE-OPEN the level you were working on, and click the visualization button on.&lt;br /&gt;
Save the Lightmap (back to top)&lt;br /&gt;
&lt;br /&gt;
With visualization on. Click the&lt;br /&gt;
&lt;br /&gt;
* Render lightprobes button - Wait for them to process&lt;br /&gt;
* Generate pathfinding&lt;br /&gt;
* From File Menu choose &amp;quot;Save As&amp;quot; and click save.&lt;br /&gt;
&lt;br /&gt;
All you are doing is saving over top of the original map. This is needed to create or update the ERF lighting map that is created with your level.&lt;br /&gt;
&lt;br /&gt;
=== Lightmaps / Lightprobes ===&lt;br /&gt;
&lt;br /&gt;
A light map is pre-rendered lighting information which:&lt;br /&gt;
&lt;br /&gt;
* Is only affected by baked and static lights.&lt;br /&gt;
* Makes things pretty.&lt;br /&gt;
&lt;br /&gt;
== Making a Basic Room ==&lt;br /&gt;
&lt;br /&gt;
===Create a new level===&lt;br /&gt;
&lt;br /&gt;
[[File:New resource.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Room Level&amp;quot; and click next and finish.&lt;br /&gt;
&lt;br /&gt;
===Setting the Grid===&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor snap options.png]]&lt;br /&gt;
&lt;br /&gt;
Set the grid by clicking on the magnet button.&lt;br /&gt;
&lt;br /&gt;
* Set the grid size to 4&lt;br /&gt;
* Ensure the &amp;quot;Snap to surface&amp;quot; box is checked.&lt;br /&gt;
&lt;br /&gt;
NOTE: You should always try to use the highest grid setting possible.&lt;br /&gt;
&lt;br /&gt;
=== New Room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor newroommenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
Create a new room by right clicking on &amp;quot;New area&amp;quot; under &amp;quot;Room World&amp;quot;. Then left click on the new room to select it.&lt;br /&gt;
&lt;br /&gt;
Each room contains a list of models or objects including some lights, but it also has properties.&lt;br /&gt;
&lt;br /&gt;
=== Spawning Objects ===&lt;br /&gt;
&lt;br /&gt;
Right click on the &amp;quot;New Room&amp;quot; and select &amp;quot;Insert&amp;quot; then &amp;quot;Spawn Model&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You should see a window like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor spawnmodelmenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
Click on any item in the window to select it then click on the small squareish icon in the top right hand corner of the window. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor spawnitemwinprev.jpg]]&lt;br /&gt;
&lt;br /&gt;
Go to the files labeled &amp;quot;dwi_&amp;quot; and select &amp;quot;dwi_livgroom_strt01&amp;quot;. Press &amp;quot;Ok&amp;quot; and you should have this:&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor firstitem.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now press the 3D axis button. It should look like this: [[File:Icon3AxisMovement.png]]. Your piece will have a 3D manipulator on it and look like this:&lt;br /&gt;
&lt;br /&gt;
NOTE ABOUT TILESETS: All tilesets will fit together differently. Be sure to use the same tileset for a single map.&lt;br /&gt;
&lt;br /&gt;
==Interiors==&lt;br /&gt;
&lt;br /&gt;
Exteriors and Interiors (Room Levels) are different beasts. We'll start with Interiors. A lot of the things you'll do in interiors are equally applicable to Exteriors, too.&lt;br /&gt;
&lt;br /&gt;
First thing you need to do is enter a &amp;quot;Layout Name&amp;quot; in the Object Inspector. This is the name of the file you’ll be referencing in the designer toolset.&lt;br /&gt;
&lt;br /&gt;
To do anything you need to create a room:&lt;br /&gt;
&lt;br /&gt;
* Right-click on “New Area” then Insert -&amp;gt; New Room.&lt;br /&gt;
&lt;br /&gt;
Rooms are solely in the art tool for visibility reasons. If something isn’t visible, the models inside it don’t have to be in memory. Sometimes a room will be comprised of several art “rooms.” The goal should always be to break up visibility so only necessary art resources are in memory at any given time.&lt;br /&gt;
&lt;br /&gt;
Room names are only important internally. They are never used in the design toolset.&lt;br /&gt;
&lt;br /&gt;
Now that you have a room, right-click on it then select &amp;quot;Insert&amp;quot;. Check out all the things you can add to a room. The following sections cover some of the options.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
&lt;br /&gt;
When inserting a Spawn Model, currently you just see a file list with no preview. Hopefully a model preview system makes its way into the toolset soon. So select a few different files and see what they are.&lt;br /&gt;
&lt;br /&gt;
* For work flow, it’s best to grab areas similar to the ones you are and copy and paste rooms or groups.&lt;br /&gt;
* Another work flow tip, it can be good to put any piece you could possibly need all together in a group in some sort of palette room. Then copy those and paste them where you need.&lt;br /&gt;
&lt;br /&gt;
If you copy and paste an object, the new object is placed immediately on top of the other one. So visually you can’t tell if the operation was successful.&lt;br /&gt;
&lt;br /&gt;
You can also place things with the &amp;quot;Model Placement&amp;quot; button. In the Object Inspector click on Name and you can then add a model name. Then when you left-click that object will appear in the world.&lt;br /&gt;
If create something with a right-click insert that model will appear at position 0,0,0 right now. Hopefully that’ll change.&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Model&amp;quot; Groups can be copied, pasted, imported, exported, and dragged between rooms/areas.&lt;br /&gt;
&lt;br /&gt;
To create a Model Group:&lt;br /&gt;
&lt;br /&gt;
* Right click on the desired room/area and select Insert -&amp;gt; New Group.&lt;br /&gt;
* Now you can insert new models into the group or drag existing models into the group.&lt;br /&gt;
* You can also create a group from existing models by selecting the desired models and then right clicking on them and selecting Grouping -&amp;gt; Create Group from Selection.&lt;br /&gt;
&lt;br /&gt;
Groups can exist inside other groups.&lt;br /&gt;
&lt;br /&gt;
===Connecting Rooms===&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;connect&amp;quot; rooms, click on a room and add connected and visible rooms.&lt;br /&gt;
&lt;br /&gt;
* Connected rooms share pathfinding information (you can walk to them.)&lt;br /&gt;
* Visible rooms are rendered from the current room (any rooms you can actually see from inside this room.)&lt;br /&gt;
&lt;br /&gt;
===Populating Rooms===&lt;br /&gt;
&lt;br /&gt;
If you have a room selected, now you can place a variety of things. Right-click on your newly created room and look at what you can “Insert”.&lt;br /&gt;
&lt;br /&gt;
===Best Practices===&lt;br /&gt;
&lt;br /&gt;
These practices are in place to ensure a successful export every time of a level that is playable and functional (also every time). Please add to this if you find more practice that avoid issues.&lt;br /&gt;
&lt;br /&gt;
* Try to make sure each art “room” is visible to as few other rooms as possible. Having multiple rooms loaded in memory will be a BIG performance hit. Jags in halls are your friend.&lt;br /&gt;
* Put a dynamic, ambient light in each and every room until a more global ambient light solution is in place. Which rooms are visible to which will change, so walls of blackness may greet the player.&lt;br /&gt;
* Run through every room in your level in Preview Mode before posting it to the network.&lt;br /&gt;
* When beginning a level, it is best to start at 0,0,0 so that all your floor and wall tiles are multiples of 8 and it is easy to quickly glance at their position to see they are correct.&lt;br /&gt;
* When placing wall and floor tiles, set your snap size to at least 2. 4 and 8 are also recommended for quick area creation.&lt;br /&gt;
* Always have your interior map have 0x, 0y on a playable room. Either the beginning of the level or the center.&lt;br /&gt;
* Village tiles are much smaller than other tiles. Half the size. So are the Ferelden Castle Interior pieces.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
&lt;br /&gt;
The following list helps make level building go much quicker:&lt;br /&gt;
&lt;br /&gt;
* For building interiors “Change Snap Options” is invaluable. The default values are .5 and 45 degrees.&lt;br /&gt;
* Selection Lock allows you to make an object (or group of objects) non-selectable when you click on them in the world view.&lt;br /&gt;
** This is most often used to make the interior tiles non-selectable as you are placing and moving around props.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
#  I load an interior area in the engine and everything is black. Or, alternatively, I'm running through an area and suddenly I enter a black patch and am now stuck.&lt;br /&gt;
#* Rooms have to have a light, or be attached to a room that has a light, for anything to be visible. Artists and tech designers can fix this by attaching a Dynamic Ambient light to that room.&lt;br /&gt;
#* An alternate problem that could cause this other than lighting is improper physics for floor pieces. This can cause the player to &amp;quot;fall through&amp;quot; the floor and have it seem like everything went black. Typically, if this happens, you can notice it by the fact that if you walk backwards the room does not show up again. If it were lighting that was causing this, you could walk back and see the room again the way it was before. The solution to this is to find the model which is causing you to fall in the art toolset and fix it.&lt;br /&gt;
# My placeables in an interior area are not showing up in the engine. I see them in the toolset, but not in the game.&lt;br /&gt;
#* A tile needs to have physics attached to it, otherwise any placeable put on top of it will not appear in the engine. The model for the tile will need to be fixed.&lt;br /&gt;
&lt;br /&gt;
== Exteriors==&lt;br /&gt;
&lt;br /&gt;
Exterior levels can turn themselves into rather large projects and it will be rare that they will be tackled for light content. Regardless, they are important to know and understand.&lt;br /&gt;
&lt;br /&gt;
===Creating Terrain Worlds===&lt;br /&gt;
&lt;br /&gt;
The first thing you will notice after creating a new exterior level is that there is an &amp;quot;Advanced&amp;quot; button when you are picking the size of the area. These greatly effects how your textures look in the area. We have been advised to use the following settings for ALL exterior levels until further notice:&lt;br /&gt;
&lt;br /&gt;
* Cells Per Sector: 16&lt;br /&gt;
* Base Cell Resolution: 8&lt;br /&gt;
* Blend Texel Size: 320&lt;br /&gt;
* Cell Length: 128&lt;br /&gt;
* Cell Width: 128&lt;br /&gt;
* Tesselation Level: 4&lt;br /&gt;
&lt;br /&gt;
===Modifying Terrain Worlds===&lt;br /&gt;
&lt;br /&gt;
There are many unique interface features available to exterior areas, some of which may need some explaining:&lt;br /&gt;
&lt;br /&gt;
* Smooth -  Smooths all terrain within the brush radius. This will turn your monstrous mountains into puny hills.&lt;br /&gt;
* Tesselate - Splits up the polygons of the area into smaller ones, allowing for more delicate modifications. There is a limit of how many times this can be applied, but the smallest size should be enough for any endeavor. Right clicking undoes the Teselation.&lt;br /&gt;
* Texture Smooth -  Smooths two or more materials together. You will use this if you want them to look nice.&lt;br /&gt;
* Relax Map - If the terrain texture has been stretched by distortion of the terrain mesh, this tool restores it to its original scale.&lt;br /&gt;
* Terrain Chunk Management - Used for naming and setting Blend Mask Size for Terrain Chunks.&lt;br /&gt;
* Show/Hide Terrain Chunk Boundries - Shows Terrain Chunk boundries that make up the Terrain World.&lt;br /&gt;
&lt;br /&gt;
Aside from morphing terrain, like interiors, you can add spawn models and lighting anywhere you wish. At the moment, lighting does not effect terrain in the toolset, but it does effect all the spawn models you have placed. Right clicking on &amp;quot;Terrain World&amp;quot; will allow you to insert any object.&lt;br /&gt;
&lt;br /&gt;
=== Materials===&lt;br /&gt;
&lt;br /&gt;
In order to add a new material, right click on the Palette Object and select Insert -&amp;gt; New Material. Following that, give the material a name and set its Scale and Textures.&lt;br /&gt;
&lt;br /&gt;
Scale:&lt;br /&gt;
&lt;br /&gt;
* Relief: How many times the texture is mapped onto the material (???)&lt;br /&gt;
* UVTile: Scale of the texture. Higher numbers shrink the texture down (for instance smaller cobblestones). Default value is 1.&lt;br /&gt;
&lt;br /&gt;
Textures:&lt;br /&gt;
&lt;br /&gt;
* Diffuse: Defines the color and intensity of light reflected back by the material.&lt;br /&gt;
* Heightmap: Defines the height of individual pixels on the material.&lt;br /&gt;
* Normal: Defines the direction the material appears to be facing.&lt;br /&gt;
* Specular: Defines “shiny-ness”. The lighter it is, the shinier the material will be.&lt;br /&gt;
&lt;br /&gt;
===Skyboxes===&lt;br /&gt;
&lt;br /&gt;
Clicking on the &amp;quot;Exportable Area Property Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Find &amp;quot;Skydome Model&amp;quot; Under the Atmosphere Settings. Select sb_newlayout from the list. This is a dynamic shell, you can change it's characteristics. Don't use any of the other shells.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area===&lt;br /&gt;
&lt;br /&gt;
In order to export an exterior, you must first designate what part of your Terrain world it takes up:&lt;br /&gt;
&lt;br /&gt;
* Create an [[exportable area]] ([[File:IconAddExportableArea.png]] button in the toolbar)&lt;br /&gt;
** When you are ready to export a part of your Terrain World, press this button. It will bring up a window allowing you to set many options that will effect the export. For now, you are only concerned with Defining the Area. (TODO: Other options are not covered.)&lt;br /&gt;
** After defining an area, close the window and select the Exportable Area you just created from the list. With this selected, you may now access the standard export and preview buttons on the menu.&lt;br /&gt;
&lt;br /&gt;
== Texturing==&lt;br /&gt;
&lt;br /&gt;
=== Loading up the Palette ===&lt;br /&gt;
&lt;br /&gt;
When you first create an exterior level you will have to add textures to the palette.&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor PaletteTab.jpg]]&lt;br /&gt;
&lt;br /&gt;
Go to the object window and click on the diffuse section. Click on the little dots to open the window.&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor SelectMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
All textures for terrain you will need start with the &amp;quot;ter_&amp;quot; prefix. Or you can find your own textures by name. So if you wanted to add a rock texture from DAO look for '''ter_rock_d'''&lt;br /&gt;
&lt;br /&gt;
'''Note that all textures, will have 4 suffixes. d, n, h, and s. These stand for diffuse, normal, height, and specular respectively.''' So when you finish selecting the diffuse you like, go back and choose the corresponding textures for normal, height and specular to complete the texture.&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor ObjectIns-NewMat1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor OpenTexture.jpg]]&lt;br /&gt;
&lt;br /&gt;
Limit of 8 Textures&lt;br /&gt;
&lt;br /&gt;
===Texture Settings===&lt;br /&gt;
&lt;br /&gt;
'''UV Setting - UVTile is 1 by default but you need to change it to 8 if you use your own textures - this way texture will loooks like in the file itself.'''&lt;br /&gt;
&lt;br /&gt;
Relief Settings&lt;br /&gt;
&lt;br /&gt;
Sound material Type&lt;br /&gt;
&lt;br /&gt;
Typical Textures to use&lt;br /&gt;
&lt;br /&gt;
Texture Tools&lt;br /&gt;
&lt;br /&gt;
Texture Paint&lt;br /&gt;
&lt;br /&gt;
Brush Settings&lt;br /&gt;
&lt;br /&gt;
Grid Opacity&lt;br /&gt;
&lt;br /&gt;
===Important Things you should know===&lt;br /&gt;
&lt;br /&gt;
====Layering Textures====&lt;br /&gt;
&lt;br /&gt;
When you paint a slightly transparent texture on top of another you will see the textures blend together. You can only blend 3 textures on top of each other in this way. If you add a 4th the first texture will disappear on the area you painted the newest texture. And it will look odd.&lt;br /&gt;
&lt;br /&gt;
Instead of making a big mix of textures, set base textures for an area and use those to paint. You should only worry about blending at the seems of the textures for the most part.&lt;br /&gt;
Chunk Boundaries&lt;br /&gt;
&lt;br /&gt;
====Why don't my textures blend well?====&lt;br /&gt;
&lt;br /&gt;
If you are starting a new map your textures will likely blend together in a very pixelated fashion. If this is the case, you have to play with &amp;quot;Chunk Size&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor ChunkCheckers.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Look for the checkerboard &amp;quot;View/Hide Terrain Chunk Boundaries&amp;quot; button. Turn it on and your terrain will look like an orange checkerboard. Each of these squares is a &amp;quot;chunk&amp;quot;. Now look for the other checkerboard button. (Chunk Management Tool)&lt;br /&gt;
&lt;br /&gt;
[[File:Level editor ChunkSelected.jpg]]&lt;br /&gt;
&lt;br /&gt;
With this open;&lt;br /&gt;
&lt;br /&gt;
* Click on the &amp;quot;Select Chunk&amp;quot; button&lt;br /&gt;
* Click on the square you want to modify&lt;br /&gt;
* Change the &amp;quot;Blend Mask Size&amp;quot; to either 128(low quality), 256(fair quality) or 512(High quality)&lt;br /&gt;
&lt;br /&gt;
Limitation of 3 Textures on top of each other &lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Level layouts]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20030</id>
		<title>Naming conventions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20030"/>
				<updated>2022-09-09T19:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Added some definitions and some possibilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BioWare's resources follow a naming convention which allows for easy management and easy location of resources needed. When creating new resources it is a good idea to follow the existing naming convention (or your own scheme if you have a preferred one), to differentiate your work from that of others and to help you keep your resources organized.&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Although only one campaign is loaded at a time in game, unintended conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one will load. This is determined by the [[Source directory priorities]].  So, it's good to choose names that are likely to be unique.         &lt;br /&gt;
&lt;br /&gt;
Usually resources are separated by underscores into categories and have prefixes sorting them based on a certain main class, or suffixes giving them certain variations.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Resource Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
Design resource names are free-form. As a matter of convenience and courtesy to players, you might prefer to follow a convention that reduces the risk of conflict between add-ins and improves compatibility with future Bioware releases. Bear in mind that only one resource with a given name will load in game. &lt;br /&gt;
&lt;br /&gt;
For simple mods, it might be sufficient to use a unique resource name prefix which is unlikely to be used by anyone else. See [[Prefixes in use]].&lt;br /&gt;
&lt;br /&gt;
Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.&lt;br /&gt;
&lt;br /&gt;
In either case, it would be wise to avoid a prefix that Bioware has already used, such as &amp;quot;gen&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;cir200cr_bloodmage&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc) or &amp;quot;gen&amp;quot; for global resources.&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (&amp;quot;ar&amp;quot; for area, &amp;quot;al&amp;quot; for area list, &amp;quot;ip&amp;quot; for placeable, &amp;quot;cr&amp;quot; for creature, &amp;quot;im&amp;quot; for item, &amp;quot;tr&amp;quot; for trigger, &amp;quot;pt&amp;quot; for plot, &amp;quot;st&amp;quot; for stage, &amp;quot;cs&amp;quot; for cutscene, &amp;quot;wp&amp;quot; for waypoint). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource. Merchants usually have the owner name, with the prefix &amp;quot;store_&amp;quot;.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
== Model File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH / PHY &lt;br /&gt;
&lt;br /&gt;
[ef]_[rob]_[enc][a]_[0].mmh  (ef_rob_enca_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Where [MainClass] is of General type of a Model. The Toolset will build the MainClass based on Race/Gender/Itemtype etc, so this must be correct. (see below)&lt;br /&gt;
*[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELSUBTYPE] is optional as defined with [[2DA|2DAs]]. Typically a short name describing different Variations of a Model. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELVARIATION] is optional as defined with [[2DA|2DAs]]. Typically one letter a, b, c describing further Variations. See: [[ItemVariations.xls]]&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]+[ModelName]_[LOD].MMH / PHY&lt;br /&gt;
&lt;br /&gt;
[c]_[deepstkra]_[0].mmh (c_deepstkra_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[MainClass] is the general type of the model. When no override is set in [[APR base.xls]], the toolset will generate it based on race and gender. (see below)&lt;br /&gt;
*[ModelName] is the Modelname (including mainclass) described in [[APR base.xls]]. When no Modelname is given, and Modeltype is P, the toolset will generate it based on [[NakedVariations.xls]] (unsure)&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable. &lt;br /&gt;
&lt;br /&gt;
This accounts for the game being able to locate a [[MMH]] via 2DA definitions. [[MSH]] / [[MAO]] / [[DDS]] Files are referenced by the MMH and each other but follow similar schemes.&lt;br /&gt;
&lt;br /&gt;
=== Model Main Class Naming Convention ===&lt;br /&gt;
&lt;br /&gt;
*base&lt;br /&gt;
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie &amp;quot;outside&amp;quot; an interior level where the player shouldn't be able to see.&lt;br /&gt;
*c - creature&lt;br /&gt;
*cai - Cave Int. &lt;br /&gt;
*cav - Caves&lt;br /&gt;
*cdr - Cave Deep Road&lt;br /&gt;
*che - Chantry Exterior&lt;br /&gt;
*chi - Chantry Interior&lt;br /&gt;
*cn - Commmon Body Meshes &lt;br /&gt;
*cs - Cutscene&lt;br /&gt;
*df - dwarf female accessories and components&lt;br /&gt;
*dm - dwarf male accessories and components&lt;br /&gt;
*dne - dwarf noble exterior level pieces&lt;br /&gt;
*dni - dwarf noble interior level pieces&lt;br /&gt;
*dse - Dwarf Slum Exterior&lt;br /&gt;
*dsi - Dwarf Slum Interior&lt;br /&gt;
*dwe - Dwarven Exterior (Orzammar City) &lt;br /&gt;
*dwi - Dwarven Interior&lt;br /&gt;
*ef - elf female accessories and components&lt;br /&gt;
*el - Lights&lt;br /&gt;
*el_lr - Light Rig&lt;br /&gt;
*el_lp - Light Probe&lt;br /&gt;
*em - elf male accessories and components&lt;br /&gt;
*fca - Fereldan Castle&lt;br /&gt;
*fce - Fereldan Castle/City Exterior &lt;br /&gt;
*fci - Fereldan Castle Interior&lt;br /&gt;
*fde - Fade&lt;br /&gt;
*fdi - Fereldan Dungeon Interior&lt;br /&gt;
*fhe - Fereldan Human Exterior&lt;br /&gt;
*fhec - ? (used in Redcliffe Village)&lt;br /&gt;
*fhi - Ferelden Human Interior&lt;br /&gt;
*fne - Ferelden noble exterior level pieces&lt;br /&gt;
*frt - Fort (Drakon)&lt;br /&gt;
*fti - Fereldan Town Interior&lt;br /&gt;
*ftr - Fort (Drakon) Roof&lt;br /&gt;
*fve - Fereldan Village Exterior&lt;br /&gt;
*fx - Effects&lt;br /&gt;
*fxa - Ability Effects&lt;br /&gt;
*fxc - Creature Effects&lt;br /&gt;
*fxe&lt;br /&gt;
*fxg - Glyph (or Ground?) Effects (eg AOE placement/aim indicators)&lt;br /&gt;
*fxm&lt;br /&gt;
*fxp - Prop Effects&lt;br /&gt;
*hf - human female accessories and components&lt;br /&gt;
*hm - human male accessories and components&lt;br /&gt;
*hro - Hero Sets&lt;br /&gt;
*kn - Kid (child) related&lt;br /&gt;
*lightrig&lt;br /&gt;
*material&lt;br /&gt;
*nm - ? (just Duncan's body)&lt;br /&gt;
*pf - Female (race-neutral) related&lt;br /&gt;
*plc - placeables&lt;br /&gt;
*pm - Male (race-neutral) related&lt;br /&gt;
*pn - Related to any gender or race&lt;br /&gt;
*prp - props&lt;br /&gt;
*prv - Provings&lt;br /&gt;
*qm - Qunari male related&lt;br /&gt;
*sb - Skybox&lt;br /&gt;
*sca&lt;br /&gt;
*sr - ? Ring (creature allegiance indicator rings)&lt;br /&gt;
*tce - Tevinter Castle Exterior&lt;br /&gt;
*tci - Tevinter Castle Interior&lt;br /&gt;
*tfi - Tevinter Fade Interior&lt;br /&gt;
*tools - models used by the toolset&lt;br /&gt;
*trn - ? (possibly terrain creation utilities)&lt;br /&gt;
*tti - Tevinter Tower Interior&lt;br /&gt;
*tve - Tevinter Exterior&lt;br /&gt;
*tvi - Tevinter Interior&lt;br /&gt;
*tvm - ? (Tevinter something)&lt;br /&gt;
*ue - Eye morph targets&lt;br /&gt;
*uem - Eyes and eye morph targets&lt;br /&gt;
*uh - Head morph targets&lt;br /&gt;
*uhm - Heads and head morph targets&lt;br /&gt;
*ul - Eyelash morph targets&lt;br /&gt;
*ulm - Eyelashes and eyelash morph targets&lt;br /&gt;
*v&lt;br /&gt;
*vfx - Visual Effects&lt;br /&gt;
*vis - Vista Objects&lt;br /&gt;
*vst - Vista Objects&lt;br /&gt;
*w - weapon models&lt;br /&gt;
*water - waterfall pieces&lt;br /&gt;
*zz - models used in debugging&lt;br /&gt;
&lt;br /&gt;
== Voice Over File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[LineID]_m.WAV&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*with [LineID] replaced by the ID number for the conversation line's string table entry.&lt;br /&gt;
&lt;br /&gt;
This accounts for being able to locate thousands of VO lines, when assigning them to their conversation line.&lt;br /&gt;
&lt;br /&gt;
See [[voice over]] for more information on how to manage voice over recording.&lt;br /&gt;
&lt;br /&gt;
== Animation File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;mh.dg_5p_tn_l_45.ANI&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The various parts of the animation name gives you information about the type of animation.  This for example means &amp;quot;male human dialogue 5 paces turn left 45 degrees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All humanoid animations prefix with mh.  (male human). There is also a small list of fh (female human), These work across all races pretty much.&lt;br /&gt;
 &lt;br /&gt;
After the prefix you have the following:&lt;br /&gt;
*2p - a 2 person animation... usually lined up (i.e. give and receive, punch and punched, kiss and kissed)&lt;br /&gt;
*am - ambient... full animations that so specific actions (i.e. blacksmith, cheering, clean floor)&lt;br /&gt;
*cb - combat animations&lt;br /&gt;
*cu - custom animation, usually for a specific cutscene or purpose&lt;br /&gt;
*dg - dialog... animation fpr the purpose of use within dialogs (although we use all these animations)&lt;br /&gt;
*po - pose based animations - these are specific poses and gestures for talking dialogs&lt;br /&gt;
*wi - world interaction - similar to ambient but more about interacting with world objects (desks, leaning, sitting)&lt;br /&gt;
&lt;br /&gt;
After the above second prefix the rest is usually descriptive (or some what). Key thing to note:&lt;br /&gt;
*en - enter animation... this is the animation that gets the actor doing the animation... usually from a standing neutral position&lt;br /&gt;
*lp - looping animation - this is the animation that loops to keep the actor in a pose or position&lt;br /&gt;
*ex - exit animation - this is the animation that gets the actor out of the lp animation... usually to a standing neutral position&lt;br /&gt;
*tw - twitch, an animation that plays from the lp animation&lt;br /&gt;
 &lt;br /&gt;
So, for example:&lt;br /&gt;
*mh.wi_sit_en  - animation goes from standing neutral to sitting&lt;br /&gt;
*mh.wi_sit_lp   - animation loops in the sitting pose&lt;br /&gt;
*mh.wi_sit_ex  - animation goes from sitting to standing neutral&lt;br /&gt;
*mh.wi_sit_tw1 - an animation that plays from sit_lp, such as someone scratching their head&lt;br /&gt;
&lt;br /&gt;
== Vegetation (Speedtree) File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;tre c oakfixl.SPT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vegetation is sorted in main categories via Prefix:&lt;br /&gt;
&lt;br /&gt;
*bsh - Bushes&lt;br /&gt;
*gra - Grass&lt;br /&gt;
*tre - Trees&lt;br /&gt;
&lt;br /&gt;
The last part is a short description of the vegetation type, ie Oak, which is a Oaktree.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
*[[Art Resources]]&lt;br /&gt;
*[[Designer Resources]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=20027</id>
		<title>Texture Formats</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Texture_Formats&amp;diff=20027"/>
				<updated>2022-08-17T09:52:30Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Added link to list of textures page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the use of plugins. Alternatively, a DDS can be converted into a more universal format such as TGA or JPG using 3rd party tools.&lt;br /&gt;
&lt;br /&gt;
== Texture Types ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age uses a number of different texture types. While all are in the [[DDS]] format, they have different purposes. The filename scheme differentiates these types with a suffix. Typically, a texture set for a particular model consists of 4 different types. These are as follows, using the deer model as an example:&lt;br /&gt;
&lt;br /&gt;
c_deera_0d.dds - Diffuse map (''d'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0n.dds - Normal map (''n'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0s.dds - Specular map (''s'' suffix)&lt;br /&gt;
&lt;br /&gt;
c_deera_0t.dds - Tint map (''t'' suffix)&lt;br /&gt;
&lt;br /&gt;
Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated with the ''h'' suffix. Other types are emission (glow) maps designated with the ''e'' suffix, and fresnel maps utilized by some metallic materials, designated with the ''f'' suffix. There's also icon textures, prefixed with ''ico_''&lt;br /&gt;
&lt;br /&gt;
=== Diffuse Map ===&lt;br /&gt;
&lt;br /&gt;
This texture holds the base colour information for the model. Diffuse maps are commonly referred to as &amp;quot;skins&amp;quot; in other games. Diffuse maps can be enhanced through the use of the [[Material Tint System|tint system]], which overlays a series of colours (defined by the [[TNT]] file) on the diffuse map in a pattern defined by the associated tint map.&lt;br /&gt;
&lt;br /&gt;
RGB channels - These hold the colour information, as with any standard image.&lt;br /&gt;
&lt;br /&gt;
Alpha channel - The alpha channel is multi-purpose. Typically it holds transparency information (black is 100% transparency, white is 100% opacity, shades of grey denote values in between), however in some cases, such as face textures, it holds the specular map instead. In these instances there is no separate specular map. &lt;br /&gt;
&lt;br /&gt;
Special cases: Some diffuse maps, notably for hair, do not follow the standard arrangement and are instead what is known as a &amp;quot;packed texture&amp;quot;. In these instances, the image is essentially a container for 4 separate greyscale texture maps, one in each channel. These are used in conjunction with the [[Material Tint System|tint system]] when full colour diffuse maps are not necessary. For example, the hair diffuse map is a packed texture that appears to have the normal map in the red channel, the specular map in the green channel, the alpha map in the blue channel, and the diffuse map in the alpha channel.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Dif_Map.jpg|thumb|none|Deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
=== Normal Map ===&lt;br /&gt;
&lt;br /&gt;
Normal maps are an enhanced version of bump maps, and are used to fake the appearance of additional geometry on a low polygon mesh. They work by providing information on how light would be reflected from a polygon's surface normal (hence the name normal map) as if it were part of a more detailed model. This provides the optical illusion of extra height and depth to otherwise flat geometry. It is typically used to provide roughness to surfaces like rock, or intricate detail like raised filigree patterns on armour and weapons. It is a way of providing highly detailed models without the use of a large number of polygons.&lt;br /&gt;
&lt;br /&gt;
Normal maps used by Dragon Age differ from the typical tangent-space normal maps used in other games. A tangent-space normal map holds X information in the red channel, Y information in the green channel, and Z information in the blue channel. DA normal maps are RGBA with only X and Y information. Z information is interpolated on the fly. &lt;br /&gt;
&lt;br /&gt;
R = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
G = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
B = Y (same as G channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
Alpha = X (same as R channel in regular normal maps)&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Nml_Map_DA.jpg|thumb|left|Deer normal map in DA format]]  [[image:TexFor_Deer_Nml_Map_Reg.jpg|thumb|none|Deer normal map converted to typical RGB format]]&lt;br /&gt;
&lt;br /&gt;
=== Specular Map ===&lt;br /&gt;
&lt;br /&gt;
Specular maps hold information on how an object reflects light. It is sometimes also referred to as a gloss map. Lighting is games does not reflect the true behaviour of light in the real world, thus specular highlights are used to give the illusion of light reflecting off a surface. In simplest terms, it denotes the size and intensity of bright spots on an object, places where light would reflect back in the real world. Objects that should appear very shiny, like polished metal, have high sharp specular highlights, objects that should appear fairly dull, like cloth, have low flat specular highlights.&lt;br /&gt;
&lt;br /&gt;
Specular maps function in a manner not dissimilar to alpha masks, in that the closer to white an area it is, the brighter the highlight. This information is stored in alpha channel of the specular map. The RGB part of the map defines tint applied to the highlight, as not all materials reflect the light equally -- some can reflect the color of the light source, while for others this will be the color of the reflecting object. The tint helps to simulate the latter behavior.&lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Spec_Map_4ch.jpg|thumb|none|Deer specular map]]&lt;br /&gt;
&lt;br /&gt;
=== Tint Map ===&lt;br /&gt;
&lt;br /&gt;
Tint maps are another container texture, holding a series of up to 4 greyscale images (RGBA). Each channel is actually an alpha mask. They denote areas of the associated diffuse texture that will be affected by the corresponding tint colour defined in the [[TNT]] file. &lt;br /&gt;
&lt;br /&gt;
Commonly only the RGB Channels are used, where one given channel always masks a specific Surface (ie Metal). So that a tint like &amp;quot;Red Steel&amp;quot; can be reapplyable to the full range of armor models, which applies a red tint to only that mask.&lt;br /&gt;
&lt;br /&gt;
Equally, the alpha channel is often only used for skin tints, where applicable. &lt;br /&gt;
&lt;br /&gt;
DDS Compression: [[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_Tint_Map.jpg|thumb|none|RGB channels for deer tint map]]&lt;br /&gt;
&lt;br /&gt;
== Material Object ==&lt;br /&gt;
&lt;br /&gt;
A texture set for a model is defined in the model's material object or [[MAO]]. See the [[MAO]] page for more info.&lt;br /&gt;
&lt;br /&gt;
== Level of Detail ==&lt;br /&gt;
&lt;br /&gt;
Most complex models (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to reduce system overhead. Both the geometry and textures of a model may have LOD variants. DA uses three LOD levels, denoted by the suffix. The three levels are 0 (highest), 2 and 3 (lowest). For LOD0, the suffix is simply _0''x'' (where ''x'' denotes texture type). For LOD2, the suffix is _0''x''l2 and for LOD3, it is _0''x''l3. For example, c_deera_0d.dds is a diffuse texture at the highest LOD, c_deera_0dl2.dds and c_deera_0dl3.dds are the LOD2 and LOD3 diffuse textures, respectively. Each LOD texture level is generally 25% the size of the preceding level. For instance, for a LOD0 texture that is 1024x1024, the LOD2 texture will be 512x512 and the LOD3 texture will be 256x256. As well as diffuse maps, LOD is also used for specular and tint maps. Normal maps have no scaling LOD, as they are only used for LOD0.&lt;br /&gt;
&lt;br /&gt;
[[image:TexFor_Deer_LOD.jpg|thumb|none|Scaling LOD for deer diffuse map]]&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[[Reskinning an item tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Material editor|Material Editor]]&lt;br /&gt;
&lt;br /&gt;
[[Material Tint System]]&lt;br /&gt;
&lt;br /&gt;
[[List of textures]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Plugin for Adobe Photoshop (32bit only)&lt;br /&gt;
http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;br /&gt;
&lt;br /&gt;
DDS Plugin for GIMP&lt;br /&gt;
http://nifelheim.dyndns.org/~cocidius/dds/&lt;br /&gt;
&lt;br /&gt;
DDS Converter v2.1 (DDS conversion tool)&lt;br /&gt;
http://eliteforce2.filefront.com/file/DDS_Converter;29412&lt;br /&gt;
&lt;br /&gt;
nVidia DDS Utilities (includes DDS conversion tool)&lt;br /&gt;
http://developer.nvidia.com/object/dds_utilities_legacy.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=List_of_textures&amp;diff=20026</id>
		<title>List of textures</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=List_of_textures&amp;diff=20026"/>
				<updated>2022-08-17T09:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Created page with &amp;quot;This is a '''list of all the textures''' in vanilla Dragon Age: Origins and its DLC, including user interface textures. Duplicates have been removed from the standard-quality...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a '''list of all the textures''' in vanilla Dragon Age: Origins and its DLC, including user interface textures. Duplicates have been removed from the standard-quality lists in favour of the high-quality versions; DLC have otherwise been merged. Texture atlases and speedtree textures found in the area layout .gpu.rim files have been omitted. Toolset textures have been omitted.&lt;br /&gt;
&lt;br /&gt;
== Base game (standard quality) ==&lt;br /&gt;
&lt;br /&gt;
* arial12.dds&lt;br /&gt;
* arrow_gradient_e.dds&lt;br /&gt;
* ashe_d.dds&lt;br /&gt;
* ashe_n.dds&lt;br /&gt;
* ashe_s.dds&lt;br /&gt;
* bad_cubemap.dds&lt;br /&gt;
* baddog01_d.dds&lt;br /&gt;
* baddog01_n.dds&lt;br /&gt;
* baddog01_s.dds&lt;br /&gt;
* bark02_d.dds&lt;br /&gt;
* bark02_n.dds&lt;br /&gt;
* bark02_spec.dds&lt;br /&gt;
* berserkers_tent_flag_d.dds&lt;br /&gt;
* berserkers_tent_small_02d.dds&lt;br /&gt;
* berserkers_tent_small_02s.dds&lt;br /&gt;
* bk_c_boxwood.dds&lt;br /&gt;
* bk_c_longpine.dds&lt;br /&gt;
* bk_c_longpine_n.dds&lt;br /&gt;
* bk_c_oak.dds&lt;br /&gt;
* bk_c_oak_n.dds&lt;br /&gt;
* bk_f_fir.dds&lt;br /&gt;
* bk_f_longpine.dds&lt;br /&gt;
* bk_f_longpine_n.dds&lt;br /&gt;
* bk_f_oak.dds&lt;br /&gt;
* bk_f_oak_n.dds&lt;br /&gt;
* bk_f_pine.dds&lt;br /&gt;
* bk_f_pine_n.dds&lt;br /&gt;
* bk_m_fir.dds&lt;br /&gt;
* bk_m_pine.dds&lt;br /&gt;
* bk_m_pine_n.dds&lt;br /&gt;
* bk_s_alpine.dds&lt;br /&gt;
* bk_s_alpine_n.dds&lt;br /&gt;
* bk_s_pine.dds&lt;br /&gt;
* bk_x_hair.dds&lt;br /&gt;
* bk_x_hair_n.dds&lt;br /&gt;
* bk_x_hydra.dds&lt;br /&gt;
* bk_x_hydra_n.dds&lt;br /&gt;
* bk_x_roots.dds&lt;br /&gt;
* bk_x_roots_n.dds&lt;br /&gt;
* bk_x_sporelg.dds&lt;br /&gt;
* bk_x_sporelg_n.dds&lt;br /&gt;
* bk_x_sporesm.dds&lt;br /&gt;
* bk_x_sporesm2.dds&lt;br /&gt;
* bonfirewood01_d.dds&lt;br /&gt;
* bonfirewood01_e.dds&lt;br /&gt;
* bonfirewood01_n.dds&lt;br /&gt;
* cai_dtrims1_d.dds&lt;br /&gt;
* cai_dtrims1_h.dds&lt;br /&gt;
* cai_dtrims1_n.dds&lt;br /&gt;
* cai_dtrims1_s.dds&lt;br /&gt;
* cai_dwall01_d.dds&lt;br /&gt;
* cai_dwall01_h.dds&lt;br /&gt;
* cai_dwall01_n.dds&lt;br /&gt;
* cai_dwall01_s.dds&lt;br /&gt;
* cai_dwall02_d.dds&lt;br /&gt;
* cai_dwall03_d.dds&lt;br /&gt;
* cai_dwall03_n.dds&lt;br /&gt;
* cai_dwall03_s.dds&lt;br /&gt;
* cai_dwall04_d.dds&lt;br /&gt;
* cai_dwall04_n.dds&lt;br /&gt;
* cai_dwall04_s.dds&lt;br /&gt;
* cai_exit01_d.dds&lt;br /&gt;
* cai_floor03_d.dds&lt;br /&gt;
* cai_floor03_n.dds&lt;br /&gt;
* cai_floor03_s.dds&lt;br /&gt;
* cai_stal1_d.dds&lt;br /&gt;
* cai_stal1_n.dds&lt;br /&gt;
* cai_stal3_d.dds&lt;br /&gt;
* cai_stal3_n.dds&lt;br /&gt;
* cai_stal3_sg.dds&lt;br /&gt;
* cai_trims_d.dds&lt;br /&gt;
* cai_trims_n.dds&lt;br /&gt;
* cai_trims_s.dds&lt;br /&gt;
* cai_wall05_d.dds&lt;br /&gt;
* cai_wall05_n.dds&lt;br /&gt;
* cai_wall05_s.dds&lt;br /&gt;
* cai_wall2_d.dds&lt;br /&gt;
* cai_wall2_n.dds&lt;br /&gt;
* cai_wall3_d.dds&lt;br /&gt;
* cai_wall3_n.dds&lt;br /&gt;
* candlemetal_d.dds&lt;br /&gt;
* candlemetal_n.dds&lt;br /&gt;
* candlemetal_s.dds&lt;br /&gt;
* carvebark02_d.dds&lt;br /&gt;
* carvebark02_h.dds&lt;br /&gt;
* carvebark02_n.dds&lt;br /&gt;
* carvebark02_s.dds&lt;br /&gt;
* castle.dds&lt;br /&gt;
* cav_master_d.dds&lt;br /&gt;
* cav_master_n.dds&lt;br /&gt;
* cav_master_s.dds&lt;br /&gt;
* cc_arl100.dds&lt;br /&gt;
* cc_arl101.dds&lt;br /&gt;
* cc_arl110.dds&lt;br /&gt;
* cc_arl120.dds&lt;br /&gt;
* cc_arl130.dds&lt;br /&gt;
* cc_arl140.dds&lt;br /&gt;
* cc_arl141.dds&lt;br /&gt;
* cc_arl150.dds&lt;br /&gt;
* cc_arl160.dds&lt;br /&gt;
* cc_arl170.dds&lt;br /&gt;
* cc_arl180.dds&lt;br /&gt;
* cc_arl190.dds&lt;br /&gt;
* cc_arl200.dds&lt;br /&gt;
* cc_arl210.dds&lt;br /&gt;
* cc_arl220.dds&lt;br /&gt;
* cc_arl230.dds&lt;br /&gt;
* cc_arl300.dds&lt;br /&gt;
* cc_bdc100.dds&lt;br /&gt;
* cc_bdc110.dds&lt;br /&gt;
* cc_bdc120.dds&lt;br /&gt;
* cc_bdc130.dds&lt;br /&gt;
* cc_bdc140.dds&lt;br /&gt;
* cc_bdc200.dds&lt;br /&gt;
* cc_bdc210.dds&lt;br /&gt;
* cc_bdn100.dds&lt;br /&gt;
* cc_bdn110.dds&lt;br /&gt;
* cc_bdn120.dds&lt;br /&gt;
* cc_bdn200.dds&lt;br /&gt;
* cc_bdn210.dds&lt;br /&gt;
* cc_bdn300.dds&lt;br /&gt;
* cc_bdn400.dds&lt;br /&gt;
* cc_bec100.dds&lt;br /&gt;
* cc_bec110.dds&lt;br /&gt;
* cc_bec120.dds&lt;br /&gt;
* cc_bec200.dds&lt;br /&gt;
* cc_bec210.dds&lt;br /&gt;
* cc_bed100.dds&lt;br /&gt;
* cc_bed110.dds&lt;br /&gt;
* cc_bed200.dds&lt;br /&gt;
* cc_bhm100.dds&lt;br /&gt;
* cc_bhm200.dds&lt;br /&gt;
* cc_bhm250.dds&lt;br /&gt;
* cc_bhm500.dds&lt;br /&gt;
* cc_bhm600.dds&lt;br /&gt;
* cc_bhm700.dds&lt;br /&gt;
* cc_bhn100.dds&lt;br /&gt;
* cc_bhn200.dds&lt;br /&gt;
* cc_cam100.dds&lt;br /&gt;
* cc_chargen.dds&lt;br /&gt;
* cc_cir100.dds&lt;br /&gt;
* cc_cir110.dds&lt;br /&gt;
* cc_cir200.dds&lt;br /&gt;
* cc_cir210.dds&lt;br /&gt;
* cc_cir220.dds&lt;br /&gt;
* cc_cir230.dds&lt;br /&gt;
* cc_cir240.dds&lt;br /&gt;
* cc_cir300.dds&lt;br /&gt;
* cc_cir310.dds&lt;br /&gt;
* cc_cir320.dds&lt;br /&gt;
* cc_cir330.dds&lt;br /&gt;
* cc_cir340.dds&lt;br /&gt;
* cc_cir350.dds&lt;br /&gt;
* cc_cir360.dds&lt;br /&gt;
* cc_cir361.dds&lt;br /&gt;
* cc_cir362.dds&lt;br /&gt;
* cc_cir363.dds&lt;br /&gt;
* cc_cir364.dds&lt;br /&gt;
* cc_cir365.dds&lt;br /&gt;
* cc_cir366.dds&lt;br /&gt;
* cc_cir368.dds&lt;br /&gt;
* cc_cir369.dds&lt;br /&gt;
* cc_cir370.dds&lt;br /&gt;
* cc_cli100.dds&lt;br /&gt;
* cc_cli150.dds&lt;br /&gt;
* cc_cli200.dds&lt;br /&gt;
* cc_cli210.dds&lt;br /&gt;
* cc_cli220.dds&lt;br /&gt;
* cc_cli300.dds&lt;br /&gt;
* cc_cli310.dds&lt;br /&gt;
* cc_cli400.dds&lt;br /&gt;
* cc_cli410.dds&lt;br /&gt;
* cc_cli420.dds&lt;br /&gt;
* cc_cli600.dds&lt;br /&gt;
* cc_cli700.dds&lt;br /&gt;
* cc_cli800.dds&lt;br /&gt;
* cc_cli900.dds&lt;br /&gt;
* cc_default.dds&lt;br /&gt;
* cc_den100.dds&lt;br /&gt;
* cc_den200.dds&lt;br /&gt;
* cc_den211.dds&lt;br /&gt;
* cc_den220.dds&lt;br /&gt;
* cc_den230.dds&lt;br /&gt;
* cc_den240.dds&lt;br /&gt;
* cc_den250.dds&lt;br /&gt;
* cc_den260.dds&lt;br /&gt;
* cc_den270.dds&lt;br /&gt;
* cc_den280.dds&lt;br /&gt;
* cc_den300.dds&lt;br /&gt;
* cc_den310.dds&lt;br /&gt;
* cc_den320.dds&lt;br /&gt;
* cc_den330.dds&lt;br /&gt;
* cc_den340.dds&lt;br /&gt;
* cc_den350.dds&lt;br /&gt;
* cc_den360.dds&lt;br /&gt;
* cc_den400.dds&lt;br /&gt;
* cc_den410.dds&lt;br /&gt;
* cc_den500.dds&lt;br /&gt;
* cc_den510.dds&lt;br /&gt;
* cc_den511.dds&lt;br /&gt;
* cc_den600.dds&lt;br /&gt;
* cc_den911.dds&lt;br /&gt;
* cc_den912.dds&lt;br /&gt;
* cc_den920.dds&lt;br /&gt;
* cc_den921.dds&lt;br /&gt;
* cc_den922.dds&lt;br /&gt;
* cc_den950.dds&lt;br /&gt;
* cc_den951.dds&lt;br /&gt;
* cc_den952.dds&lt;br /&gt;
* cc_den960.dds&lt;br /&gt;
* cc_den961.dds&lt;br /&gt;
* cc_den962.dds&lt;br /&gt;
* cc_den963.dds&lt;br /&gt;
* cc_den964.dds&lt;br /&gt;
* cc_den965.dds&lt;br /&gt;
* cc_den970.dds&lt;br /&gt;
* cc_den971.dds&lt;br /&gt;
* cc_epi100.dds&lt;br /&gt;
* cc_epi200.dds&lt;br /&gt;
* cc_epi300.dds&lt;br /&gt;
* cc_lot100.dds&lt;br /&gt;
* cc_lot110.dds&lt;br /&gt;
* cc_lot120.dds&lt;br /&gt;
* cc_ntb100.dds&lt;br /&gt;
* cc_ntb200.dds&lt;br /&gt;
* cc_ntb210.dds&lt;br /&gt;
* cc_ntb310.dds&lt;br /&gt;
* cc_ntb330.dds&lt;br /&gt;
* cc_ntb340.dds&lt;br /&gt;
* cc_orz100.dds&lt;br /&gt;
* cc_orz110.dds&lt;br /&gt;
* cc_orz200.dds&lt;br /&gt;
* cc_orz210.dds&lt;br /&gt;
* cc_orz220.dds&lt;br /&gt;
* cc_orz230.dds&lt;br /&gt;
* cc_orz240.dds&lt;br /&gt;
* cc_orz250.dds&lt;br /&gt;
* cc_orz260.dds&lt;br /&gt;
* cc_orz300.dds&lt;br /&gt;
* cc_orz310.dds&lt;br /&gt;
* cc_orz320.dds&lt;br /&gt;
* cc_orz330.dds&lt;br /&gt;
* cc_orz340.dds&lt;br /&gt;
* cc_orz400.dds&lt;br /&gt;
* cc_orz410.dds&lt;br /&gt;
* cc_orz420.dds&lt;br /&gt;
* cc_orz510.dds&lt;br /&gt;
* cc_orz520.dds&lt;br /&gt;
* cc_orz530.dds&lt;br /&gt;
* cc_orz540.dds&lt;br /&gt;
* cc_orz550.dds&lt;br /&gt;
* cc_pre100d.dds&lt;br /&gt;
* cc_pre100n.dds&lt;br /&gt;
* cc_pre200.dds&lt;br /&gt;
* cc_pre210.dds&lt;br /&gt;
* cc_pre211.dds&lt;br /&gt;
* cc_pre410.dds&lt;br /&gt;
* cc_pre420.dds&lt;br /&gt;
* cc_pre430.dds&lt;br /&gt;
* cc_pre440.dds&lt;br /&gt;
* cc_ran100.dds&lt;br /&gt;
* cc_ran105.dds&lt;br /&gt;
* cc_ran110.dds&lt;br /&gt;
* cc_ran130.dds&lt;br /&gt;
* cc_ran152.dds&lt;br /&gt;
* cc_ran154.dds&lt;br /&gt;
* cc_ran190.dds&lt;br /&gt;
* cc_ran200.dds&lt;br /&gt;
* cc_ran210.dds&lt;br /&gt;
* cc_ran220.dds&lt;br /&gt;
* cc_ran230.dds&lt;br /&gt;
* cc_ran240.dds&lt;br /&gt;
* cc_ran250.dds&lt;br /&gt;
* cc_ran260.dds&lt;br /&gt;
* cc_ran270.dds&lt;br /&gt;
* cc_ran280.dds&lt;br /&gt;
* cc_ran290.dds&lt;br /&gt;
* cc_ran300.dds&lt;br /&gt;
* cc_ran310.dds&lt;br /&gt;
* cc_ran320.dds&lt;br /&gt;
* cc_ran401.dds&lt;br /&gt;
* cc_ran405.dds&lt;br /&gt;
* cc_ran409.dds&lt;br /&gt;
* cc_ran500.dds&lt;br /&gt;
* cc_ran510.dds&lt;br /&gt;
* cc_ran520.dds&lt;br /&gt;
* cc_ran530.dds&lt;br /&gt;
* cc_ran600.dds&lt;br /&gt;
* cc_ran700.dds&lt;br /&gt;
* cc_ran800.dds&lt;br /&gt;
* cc_ran900.dds&lt;br /&gt;
* cc_ran920.dds&lt;br /&gt;
* cc_ran950.dds&lt;br /&gt;
* cc_urn100.dds&lt;br /&gt;
* cc_urn110.dds&lt;br /&gt;
* cc_urn120.dds&lt;br /&gt;
* cc_urn130.dds&lt;br /&gt;
* cc_urn200.dds&lt;br /&gt;
* cc_urn210.dds&lt;br /&gt;
* cc_urn220.dds&lt;br /&gt;
* cc_urn230.dds&lt;br /&gt;
* cdr_master_d.dds&lt;br /&gt;
* cdr_master_n.dds&lt;br /&gt;
* cdr_master_s.dds&lt;br /&gt;
* chantry_tent_flag_d.dds&lt;br /&gt;
* chantry_tent_small_02d.dds&lt;br /&gt;
* chantry_tent_small_02s.dds&lt;br /&gt;
* chantrysymbol_d.dds&lt;br /&gt;
* chantrysymbol_n.dds&lt;br /&gt;
* chantrysymbol_s.dds&lt;br /&gt;
* che_plasterroof_d.dds&lt;br /&gt;
* che_plasterroof_n.dds&lt;br /&gt;
* che_plasterroof_s.dds&lt;br /&gt;
* che_stonewall_d.dds&lt;br /&gt;
* che_stonewall_n.dds&lt;br /&gt;
* che_stonewall_s.dds&lt;br /&gt;
* chi_master_d.dds&lt;br /&gt;
* chi_master_n.dds&lt;br /&gt;
* chi_master_s.dds&lt;br /&gt;
* corpse_charred_01d.dds&lt;br /&gt;
* corpse_dog_01d.dds&lt;br /&gt;
* corpse_dog_01n.dds&lt;br /&gt;
* corpse_dog_01s.dds&lt;br /&gt;
* corpse_dwarf_01d.dds&lt;br /&gt;
* corpse_dwarf_01n.dds&lt;br /&gt;
* corpse_dwarf_01s.dds&lt;br /&gt;
* corpse_human_01d.dds&lt;br /&gt;
* corpse_human_01n.dds&lt;br /&gt;
* corpse_human_01s.dds&lt;br /&gt;
* corpse_hurlock_01d.dds&lt;br /&gt;
* corpse_hurlock_01n.dds&lt;br /&gt;
* corpse_hurlock_01s.dds&lt;br /&gt;
* corpse_knight_01d.dds&lt;br /&gt;
* corpse_knight_01n.dds&lt;br /&gt;
* corpse_knight_01s.dds&lt;br /&gt;
* corpse_pile_01d.dds&lt;br /&gt;
* corpse_pile_01n.dds&lt;br /&gt;
* corpse_pile_01s.dds&lt;br /&gt;
* corpse_pile_02d.dds&lt;br /&gt;
* corpse_pile_03d.dds&lt;br /&gt;
* corpse_pile_03n.dds&lt;br /&gt;
* corpse_pile_03s.dds&lt;br /&gt;
* corpse_templar_01d.dds&lt;br /&gt;
* corpse_templar_01n.dds&lt;br /&gt;
* corpse_templar_01s.dds&lt;br /&gt;
* d_waterspec.dds&lt;br /&gt;
* da_defaultcc.dds&lt;br /&gt;
* da_vignette.dds&lt;br /&gt;
* deadbodycom_d.dds&lt;br /&gt;
* deadbodycom_n.dds&lt;br /&gt;
* deadbodycom_s.dds&lt;br /&gt;
* default_black.dds&lt;br /&gt;
* default_blackcubemap.dds&lt;br /&gt;
* default_flatnm.dds&lt;br /&gt;
* default_gray50.dds&lt;br /&gt;
* default_missing.dds&lt;br /&gt;
* default_white.dds&lt;br /&gt;
* defaultmoon.dds&lt;br /&gt;
* defaultsun.dds&lt;br /&gt;
* distor_b.dds&lt;br /&gt;
* distor_b_alph.dds&lt;br /&gt;
* distort_clou.dds&lt;br /&gt;
* distort_clou_alp.dds&lt;br /&gt;
* dne_bldng_master.dds&lt;br /&gt;
* dne_bldng_master_n.dds&lt;br /&gt;
* dne_bldng_master_s.dds&lt;br /&gt;
* dne_cavemaster_d.dds&lt;br /&gt;
* dne_cavemaster_n.dds&lt;br /&gt;
* dne_pal_master.dds&lt;br /&gt;
* dne_pal_master_n.dds&lt;br /&gt;
* dne_pal_master_s.dds&lt;br /&gt;
* dni_master_d.dds&lt;br /&gt;
* dni_master_n.dds&lt;br /&gt;
* dni_master_s.dds&lt;br /&gt;
* doorass_diff.dds&lt;br /&gt;
* doorass_norm.dds&lt;br /&gt;
* doorass_spec.dds&lt;br /&gt;
* dse_master.dds&lt;br /&gt;
* dse_master_n.dds&lt;br /&gt;
* dse_master_s.dds&lt;br /&gt;
* dsi_cavemaster_d.dds&lt;br /&gt;
* dsi_cavemaster_n.dds&lt;br /&gt;
* dsi_cavemaster_s.dds&lt;br /&gt;
* dsi_master_d.dds&lt;br /&gt;
* dsi_master_n.dds&lt;br /&gt;
* dsi_master_s.dds&lt;br /&gt;
* duncan_tent_small_02d.dds&lt;br /&gt;
* duncan_tent_small_02s.dds&lt;br /&gt;
* dwe_lavark01d.dds&lt;br /&gt;
* dwe_lavark01n.dds&lt;br /&gt;
* dwfrug_d.dds&lt;br /&gt;
* dwfrug_n.dds&lt;br /&gt;
* dwfrug_s.dds&lt;br /&gt;
* dwi_beam01d.dds&lt;br /&gt;
* dwi_beam01n.dds&lt;br /&gt;
* dwi_beam01s.dds&lt;br /&gt;
* dwi_black_d.dds&lt;br /&gt;
* dwi_doorwy03d.dds&lt;br /&gt;
* dwi_doorwy03n.dds&lt;br /&gt;
* dwi_floor01d.dds&lt;br /&gt;
* dwi_floor01n.dds&lt;br /&gt;
* dwi_floor02d.dds&lt;br /&gt;
* dwi_floor02n.dds&lt;br /&gt;
* dwi_floor02s.dds&lt;br /&gt;
* dwi_genspec01.dds&lt;br /&gt;
* dwi_grate01d.dds&lt;br /&gt;
* dwi_grate01n.dds&lt;br /&gt;
* dwi_pillar01d.dds&lt;br /&gt;
* dwi_pillar01n.dds&lt;br /&gt;
* dwi_rkwall03s.dds&lt;br /&gt;
* dwi_rock01d.dds&lt;br /&gt;
* dwi_rock01n.dds&lt;br /&gt;
* dwi_rock02d.dds&lt;br /&gt;
* dwi_rock02n.dds&lt;br /&gt;
* dwi_rstnug1_d.dds&lt;br /&gt;
* dwi_rstnug1_n.dds&lt;br /&gt;
* dwi_rstnug1_s.dds&lt;br /&gt;
* dwi_throne01d.dds&lt;br /&gt;
* dwi_throne01n.dds&lt;br /&gt;
* dwi_throne01s.dds&lt;br /&gt;
* dwi_wall02d.dds&lt;br /&gt;
* dwi_wall02n.dds&lt;br /&gt;
* dwi_wall02s.dds&lt;br /&gt;
* dwi_wall03d.dds&lt;br /&gt;
* dwi_wall03h.dds&lt;br /&gt;
* dwi_wall03n.dds&lt;br /&gt;
* dwi_wall03s.dds&lt;br /&gt;
* dwi_wall04d.dds&lt;br /&gt;
* dwi_wall04n.dds&lt;br /&gt;
* dwi_wall04s.dds&lt;br /&gt;
* dwi_wall05d.dds&lt;br /&gt;
* dwi_wall05n.dds&lt;br /&gt;
* dwpain_d.dds&lt;br /&gt;
* dwpain_n.dds&lt;br /&gt;
* dwpain_s.dds&lt;br /&gt;
* eci_wall_d.dds&lt;br /&gt;
* eci_wall_h.dds&lt;br /&gt;
* eci_wall_n.dds&lt;br /&gt;
* eci_wall_s.dds&lt;br /&gt;
* fade01_d.dds&lt;br /&gt;
* fade01_e.dds&lt;br /&gt;
* fade01_n.dds&lt;br /&gt;
* fade01_s.dds&lt;br /&gt;
* fadeeffectmask.dds&lt;br /&gt;
* fadesaturatemask.dds&lt;br /&gt;
* fca_master_d.dds&lt;br /&gt;
* fca_master_n.dds&lt;br /&gt;
* fca_master_s.dds&lt;br /&gt;
* fce_door_01d.dds&lt;br /&gt;
* fce_door_01n.dds&lt;br /&gt;
* fce_estwall05_0_lod.dds&lt;br /&gt;
* fce_slumfnt01_01_lod.dds&lt;br /&gt;
* fci_black_d.dds&lt;br /&gt;
* fci_canvas_do.dds&lt;br /&gt;
* fci_canvas_n.dds&lt;br /&gt;
* fci_canvas2_d.dds&lt;br /&gt;
* fci_canvas2_h.dds&lt;br /&gt;
* fci_canvas2_n.dds&lt;br /&gt;
* fci_crwindow2_d.dds&lt;br /&gt;
* fci_crwindow2_h.dds&lt;br /&gt;
* fci_crwindow2_n.dds&lt;br /&gt;
* fci_crwindow2_s.dds&lt;br /&gt;
* fci_dunroof_d.dds&lt;br /&gt;
* fci_dunroof_n.dds&lt;br /&gt;
* fci_dunroof_s.dds&lt;br /&gt;
* fci_egrnd4_d.dds&lt;br /&gt;
* fci_egrnd4_h.dds&lt;br /&gt;
* fci_egrnd4_n.dds&lt;br /&gt;
* fci_egrnd4_s.dds&lt;br /&gt;
* fci_endwoodbm_d.dds&lt;br /&gt;
* fci_endwoodbm_n.dds&lt;br /&gt;
* fci_ewall1_d.dds&lt;br /&gt;
* fci_ewall1_h.dds&lt;br /&gt;
* fci_ewall1_n.dds&lt;br /&gt;
* fci_ewall1_s.dds&lt;br /&gt;
* fci_ewall2_d.dds&lt;br /&gt;
* fci_ewall2_h.dds&lt;br /&gt;
* fci_ewall2_n.dds&lt;br /&gt;
* fci_ewall2_s.dds&lt;br /&gt;
* fci_ewall3_d.dds&lt;br /&gt;
* fci_ewall3_h.dds&lt;br /&gt;
* fci_ewall3_n.dds&lt;br /&gt;
* fci_ewall3_s.dds&lt;br /&gt;
* fci_ewall4_d.dds&lt;br /&gt;
* fci_ewall4_h.dds&lt;br /&gt;
* fci_ewall4_n.dds&lt;br /&gt;
* fci_ewall4_s.dds&lt;br /&gt;
* fci_ewood1_d.dds&lt;br /&gt;
* fci_igrnd1_d.dds&lt;br /&gt;
* fci_igrnd1_h.dds&lt;br /&gt;
* fci_igrnd1_n.dds&lt;br /&gt;
* fci_igrnd1_s.dds&lt;br /&gt;
* fci_iroof_d.dds&lt;br /&gt;
* fci_iroof_h.dds&lt;br /&gt;
* fci_iroof_n.dds&lt;br /&gt;
* fci_iroof_s.dds&lt;br /&gt;
* fci_iwall2_d.dds&lt;br /&gt;
* fci_iwall2_h.dds&lt;br /&gt;
* fci_iwall2_n.dds&lt;br /&gt;
* fci_iwall2_s.dds&lt;br /&gt;
* fci_iwall3_d.dds&lt;br /&gt;
* fci_iwall3_h.dds&lt;br /&gt;
* fci_iwall3_n.dds&lt;br /&gt;
* fci_iwall3_s.dds&lt;br /&gt;
* fci_iwall4_d.dds&lt;br /&gt;
* fci_iwall4_h.dds&lt;br /&gt;
* fci_iwall4_n.dds&lt;br /&gt;
* fci_iwall4_s.dds&lt;br /&gt;
* fci_iwood1_d.dds&lt;br /&gt;
* fci_iwood1_h.dds&lt;br /&gt;
* fci_iwood1_n.dds&lt;br /&gt;
* fci_iwood1_s.dds&lt;br /&gt;
* fci_iwood1s_n.dds&lt;br /&gt;
* fci_iwoodp_d.dds&lt;br /&gt;
* fci_iwoodp_h.dds&lt;br /&gt;
* fci_iwoodp_n.dds&lt;br /&gt;
* fci_iwoodp_s.dds&lt;br /&gt;
* fci_metal1_d.dds&lt;br /&gt;
* fci_metal1_n.dds&lt;br /&gt;
* fci_metal1_s.dds&lt;br /&gt;
* fci_rocks_d.dds&lt;br /&gt;
* fci_rocks_n.dds&lt;br /&gt;
* fci_rocks_s.dds&lt;br /&gt;
* fci_stpillar_d.dds&lt;br /&gt;
* fci_stpillar_n.dds&lt;br /&gt;
* fci_stpillar_s.dds&lt;br /&gt;
* fci_trims_d.dds&lt;br /&gt;
* fci_trims_n.dds&lt;br /&gt;
* fci_trims_s.dds&lt;br /&gt;
* fci_trims2_d.dds&lt;br /&gt;
* fci_trims2_n.dds&lt;br /&gt;
* fci_trims2_s.dds&lt;br /&gt;
* fci_woodd_d.dds&lt;br /&gt;
* fci_woodd_n.dds&lt;br /&gt;
* fci_woodd_s.dds&lt;br /&gt;
* fci_woodo_n.dds&lt;br /&gt;
* fdi_master_d.dds&lt;br /&gt;
* fdi_master_n.dds&lt;br /&gt;
* fdi_master_s.dds&lt;br /&gt;
* fei_terfade_01_d.dds&lt;br /&gt;
* fei_terfade_01_n.dds&lt;br /&gt;
* fei_terfade_01_s.dds&lt;br /&gt;
* fei_terfade_02_d.dds&lt;br /&gt;
* fei_terfade_02_n.dds&lt;br /&gt;
* fei_terfade_02_s.dds&lt;br /&gt;
* fei_terfade_03_d.dds&lt;br /&gt;
* fei_terfade_03_n.dds&lt;br /&gt;
* fei_terfade_03_s.dds&lt;br /&gt;
* fei_terfade_04_d.dds&lt;br /&gt;
* fei_terfade_04_n.dds&lt;br /&gt;
* fei_terfade_04_s.dds&lt;br /&gt;
* fei_terfade_05_d.dds&lt;br /&gt;
* fei_terfade_05_n.dds&lt;br /&gt;
* fei_terfade_05_s.dds&lt;br /&gt;
* fei_terfade_06_d.dds&lt;br /&gt;
* fei_terfade_06_n.dds&lt;br /&gt;
* fei_terfade_06_s.dds&lt;br /&gt;
* ferchra_01_d.dds&lt;br /&gt;
* ferchra_01_n.dds&lt;br /&gt;
* fhe_canvas2_d.dds&lt;br /&gt;
* fhe_master_d.dds&lt;br /&gt;
* fhe_master_n.dds&lt;br /&gt;
* fhe_master_s.dds&lt;br /&gt;
* fhi_master_d.dds&lt;br /&gt;
* fhi_master_n.dds&lt;br /&gt;
* fhi_master_s.dds&lt;br /&gt;
* floatingbridge_d.dds&lt;br /&gt;
* floatingbridge_n.dds&lt;br /&gt;
* floatingbridge_s.dds&lt;br /&gt;
* fne_master_d.dds&lt;br /&gt;
* fne_master_n.dds&lt;br /&gt;
* fne_master_s.dds&lt;br /&gt;
* fne_master2_d.dds&lt;br /&gt;
* fne_master2_n.dds&lt;br /&gt;
* fne_master2_s.dds&lt;br /&gt;
* fne_plcbridge_d.dds&lt;br /&gt;
* fne_plcbridge_e.dds&lt;br /&gt;
* fti_master_d.dds&lt;br /&gt;
* fti_master_n.dds&lt;br /&gt;
* fti_master_s.dds&lt;br /&gt;
* ftr_master_d.dds&lt;br /&gt;
* ftr_master_n.dds&lt;br /&gt;
* ftr_master_s.dds&lt;br /&gt;
* fx_2000_diff.dds&lt;br /&gt;
* fx_2001_diff.dds&lt;br /&gt;
* fx_aoe.dds&lt;br /&gt;
* fx_aoe_no.dds&lt;br /&gt;
* fx_aura_circle.dds&lt;br /&gt;
* fx_cone.dds&lt;br /&gt;
* fx_symbol.dds&lt;br /&gt;
* gnawsignd.dds&lt;br /&gt;
* gnawsignn.dds&lt;br /&gt;
* goldmetal_d.dds&lt;br /&gt;
* goldmetal_s.dds&lt;br /&gt;
* gpumemoryover.dds&lt;br /&gt;
* grey_dif.dds&lt;br /&gt;
* h_andorala_0.dds&lt;br /&gt;
* h_aoamarana_0.dds&lt;br /&gt;
* h_aohowea_0.dds&lt;br /&gt;
* h_aoredclifa_0.dds&lt;br /&gt;
* h_aosouthra_0.dds&lt;br /&gt;
* h_aowestera_0.dds&lt;br /&gt;
* h_ashwarria_0.dds&lt;br /&gt;
* h_calcrowsa_0.dds&lt;br /&gt;
* h_coenchana_0.dds&lt;br /&gt;
* h_compncrfa_0.dds&lt;br /&gt;
* h_creationa_0.dds&lt;br /&gt;
* h_dalisht1a_0.dds&lt;br /&gt;
* h_dalisht2a_0.dds&lt;br /&gt;
* h_deshparaa_0.dds&lt;br /&gt;
* h_dumata_0.dds&lt;br /&gt;
* h_entropyoa_0.dds&lt;br /&gt;
* h_ephemeraa_0.dds&lt;br /&gt;
* h_gddofhhma_0.dds&lt;br /&gt;
* h_gdofcrfta_0.dds&lt;br /&gt;
* h_gdofdhfna_0.dds&lt;br /&gt;
* h_gdofgnava_0.dds&lt;br /&gt;
* h_gdofhunta_0.dds&lt;br /&gt;
* h_gdofsekna_0.dds&lt;br /&gt;
* h_gdofvenga_0.dds&lt;br /&gt;
* h_greywrada_0.dds&lt;br /&gt;
* h_haakonwba_0.dds&lt;br /&gt;
* h_hseofauda_0.dds&lt;br /&gt;
* h_impchanta_0.dds&lt;br /&gt;
* h_kingferea_0.dds&lt;br /&gt;
* h_korthomfa_0.dds&lt;br /&gt;
* h_ladyoskya_0.dds&lt;br /&gt;
* h_legofdeda_0.dds&lt;br /&gt;
* h_luscana_0.dds&lt;br /&gt;
* h_primalora_0.dds&lt;br /&gt;
* h_razikalea_0.dds&lt;br /&gt;
* h_smithcrfa_0.dds&lt;br /&gt;
* h_templarsa_0.dds&lt;br /&gt;
* h_teyofhira_0.dds&lt;br /&gt;
* h_teyoflota_0.dds&lt;br /&gt;
* h_teyrncoua_0.dds&lt;br /&gt;
* h_thotha_0.dds&lt;br /&gt;
* h_thsilsisa_0.dds&lt;br /&gt;
* h_togwarena_0.dds&lt;br /&gt;
* h_ursusbara_0.dds&lt;br /&gt;
* h_urthemiea_0.dds&lt;br /&gt;
* hn_p_father_dif.dds&lt;br /&gt;
* hn_p_father_nrm.dds&lt;br /&gt;
* hn_p_mother_dif.dds&lt;br /&gt;
* hn_p_mother_nrm.dds&lt;br /&gt;
* hro_anvil_floor01d.dds&lt;br /&gt;
* hro_anvil_floor01n.dds&lt;br /&gt;
* hro_anvil_floor01s.dds&lt;br /&gt;
* hro_anvil_lyr01d.dds&lt;br /&gt;
* hro_anvil_lyr01e.dds&lt;br /&gt;
* hro_anvil_lyr01n.dds&lt;br /&gt;
* hro_anvil_lyr01s.dds&lt;br /&gt;
* hro_anvil_lyr02d.dds&lt;br /&gt;
* hro_anvil_lyr02e.dds&lt;br /&gt;
* hro_anvil_lyr02n.dds&lt;br /&gt;
* hro_anvil_lyr02s.dds&lt;br /&gt;
* hro_anvil_wall01d.dds&lt;br /&gt;
* hro_anvil_wall01n.dds&lt;br /&gt;
* hro_den_bgcastle_d.dds&lt;br /&gt;
* hro_den_fdrakdoor_d.dds&lt;br /&gt;
* hro_den_fdrakdoor_n.dds&lt;br /&gt;
* hro_den_fdrakdoor_s.dds&lt;br /&gt;
* hro_den_fdrakeag_d.dds&lt;br /&gt;
* hro_den_fdrakeag_n.dds&lt;br /&gt;
* hro_den_fdrakeag_s.dds&lt;br /&gt;
* hro_den_fdrakent_d.dds&lt;br /&gt;
* hro_den_fdrakent_n.dds&lt;br /&gt;
* hro_den_fdrakent_s.dds&lt;br /&gt;
* hro_den_fdrakon_mt_d.dds&lt;br /&gt;
* hro_den_fdrakonctmap.dds&lt;br /&gt;
* hro_den_fdrakonmt.dds&lt;br /&gt;
* hro_den_fortdrakon_d.dds&lt;br /&gt;
* hro_den_gate_n.dds&lt;br /&gt;
* hro_den_gate_s.dds&lt;br /&gt;
* hro_den_roocircle_d.dds&lt;br /&gt;
* hro_den_roocircle_n.dds&lt;br /&gt;
* hro_den_roocircle_s.dds&lt;br /&gt;
* hro_den_rooftrim_d.dds&lt;br /&gt;
* hro_den_rooftrim_n.dds&lt;br /&gt;
* hro_den_rooftrim_s.dds&lt;br /&gt;
* hro_dni_assembly_d.dds&lt;br /&gt;
* hro_dni_assembly_n.dds&lt;br /&gt;
* hro_dni_assembly_s.dds&lt;br /&gt;
* hro_dni_warroom_d.dds&lt;br /&gt;
* hro_dni_warroom_n.dds&lt;br /&gt;
* hro_dni_warroom_s.dds&lt;br /&gt;
* hro_dsi_caverock_d.dds&lt;br /&gt;
* hro_dsi_caverock_n.dds&lt;br /&gt;
* hro_dsi_caverock_s.dds&lt;br /&gt;
* hro_fci_throne_d.dds&lt;br /&gt;
* hro_fci_throne_n.dds&lt;br /&gt;
* hro_fci_throne_s.dds&lt;br /&gt;
* hro_fie_bda_d.dds&lt;br /&gt;
* hro_fie_bdb_d.dds&lt;br /&gt;
* hro_fie_citymap_d.dds&lt;br /&gt;
* hro_froof_maintve_d.dds&lt;br /&gt;
* hro_froof_maintve_n.dds&lt;br /&gt;
* hro_froof_maintve_s.dds&lt;br /&gt;
* hro_orz_ent_door_d.dds&lt;br /&gt;
* hro_orz_ent_door_n.dds&lt;br /&gt;
* hro_orz_ent_door_s.dds&lt;br /&gt;
* hro_orz_ent_stone_d.dds&lt;br /&gt;
* hro_orz_ent_stone_n.dds&lt;br /&gt;
* hro_orz_ent_stone_s.dds&lt;br /&gt;
* hro_party_pkr_d.dds&lt;br /&gt;
* hro_party_pkr_n.dds&lt;br /&gt;
* hro_party_pkr_s.dds&lt;br /&gt;
* hro_tvi_domepit_d.dds&lt;br /&gt;
* hro_tvi_domepit_n.dds&lt;br /&gt;
* hro_tvi_domepit_s.dds&lt;br /&gt;
* hro_tvitreewall_d.dds&lt;br /&gt;
* hro_tvitreewall_n.dds&lt;br /&gt;
* hro_tvitreewall_s.dds&lt;br /&gt;
* hro_webroof_d.dds&lt;br /&gt;
* hro_webroof_n.dds&lt;br /&gt;
* hro_webroof_s.dds&lt;br /&gt;
* hvo_brd_slime_01a.dds&lt;br /&gt;
* hvo_brd_slime_01d.dds&lt;br /&gt;
* hvo_brd_slime_01n.dds&lt;br /&gt;
* hvo_brd_slime_01s.dds&lt;br /&gt;
* ice_mesh.dds&lt;br /&gt;
* ice_spec_mesh.dds&lt;br /&gt;
* iconrgby.dds&lt;br /&gt;
* iconrgbya.dds&lt;br /&gt;
* king_large_tent_d.dds&lt;br /&gt;
* king_large_tent_n.dds&lt;br /&gt;
* king_large_tent_s.dds&lt;br /&gt;
* king_tent_flag_d.dds&lt;br /&gt;
* king_tent_small_02d.dds&lt;br /&gt;
* king_tent_small_02s.dds&lt;br /&gt;
* kingflag01_d.dds&lt;br /&gt;
* kingflag01_s.dds&lt;br /&gt;
* lgtomb01_d.dds&lt;br /&gt;
* lgtomb01_n.dds&lt;br /&gt;
* lgtomb01_s.dds&lt;br /&gt;
* lgtomb02_d.dds&lt;br /&gt;
* lgtomb02_n.dds&lt;br /&gt;
* lgtomb02_s.dds&lt;br /&gt;
* lightbulb01.dds&lt;br /&gt;
* lmd_orange32.dds&lt;br /&gt;
* lmd_white32.dds&lt;br /&gt;
* lmd_white8.dds&lt;br /&gt;
* loghain_tent_small_02d.dds&lt;br /&gt;
* loghain_tent_small_02s.dds&lt;br /&gt;
* lyrium01_d.dds&lt;br /&gt;
* lyrium01_e.dds&lt;br /&gt;
* lyrium01_n.dds&lt;br /&gt;
* lyrium01_s.dds&lt;br /&gt;
* mages_tent_small_02d.dds&lt;br /&gt;
* mages_tent_small_02s.dds&lt;br /&gt;
* mapfogbrush.dds&lt;br /&gt;
* mapvisbrush.dds&lt;br /&gt;
* markettent_d.dds&lt;br /&gt;
* markettent_n.dds&lt;br /&gt;
* markettent_s.dds&lt;br /&gt;
* matdef_dce_diffuse.dds&lt;br /&gt;
* matdef_de_diffuse.dds&lt;br /&gt;
* matdef_de_normal.dds&lt;br /&gt;
* matdef_de_relief.dds&lt;br /&gt;
* matdef_de_specular.dds&lt;br /&gt;
* matdef_dm_diffuse.dds&lt;br /&gt;
* matdef_dm_normal.dds&lt;br /&gt;
* matdef_dn_diffuse.dds&lt;br /&gt;
* matdef_dn_specular.dds&lt;br /&gt;
* matdef_dp_diffuse.dds&lt;br /&gt;
* matdef_dp_normal.dds&lt;br /&gt;
* matdef_dp_specular.dds&lt;br /&gt;
* mossground2_d.dds&lt;br /&gt;
* mossground2_h.dds&lt;br /&gt;
* mossground2_n.dds&lt;br /&gt;
* mossground2_s.dds&lt;br /&gt;
* mousnow01_d.dds&lt;br /&gt;
* mousnow01_n.dds&lt;br /&gt;
* mousnow01_s.dds&lt;br /&gt;
* mousnow02_d.dds&lt;br /&gt;
* mousnow02_h.dds&lt;br /&gt;
* mousnow02_n.dds&lt;br /&gt;
* mousnow02_s.dds&lt;br /&gt;
* newbark.dds&lt;br /&gt;
* newbark_n.dds&lt;br /&gt;
* newbarkl.dds&lt;br /&gt;
* newbarkl_n.dds&lt;br /&gt;
* newbarks.dds&lt;br /&gt;
* newflags_diff.dds&lt;br /&gt;
* night_probe_3654.dds&lt;br /&gt;
* normal_grass.dds&lt;br /&gt;
* p__dog_01_d.dds&lt;br /&gt;
* p__dog_01_n.dds&lt;br /&gt;
* p__dog_01_s.dds&lt;br /&gt;
* p_alchemy_bowl_01d.dds&lt;br /&gt;
* p_alchemy_bowl_01n.dds&lt;br /&gt;
* p_alchemy_bowl_01s.dds&lt;br /&gt;
* p_alchemy_frog_01d.dds&lt;br /&gt;
* p_alchemy_frog_01n.dds&lt;br /&gt;
* p_alchemy_frog_01s.dds&lt;br /&gt;
* p_alchemy_recipe_01d.dds&lt;br /&gt;
* p_alchemy_recipe_01n.dds&lt;br /&gt;
* p_alchemy_recipe_01s.dds&lt;br /&gt;
* p_alchemy_scale_01d.dds&lt;br /&gt;
* p_alchemy_scale_01n.dds&lt;br /&gt;
* p_alchemy_scale_01s.dds&lt;br /&gt;
* p_alchemy_shelf_01d.dds&lt;br /&gt;
* p_alchemy_shelf_01n.dds&lt;br /&gt;
* p_alchemy_vials_01d.dds&lt;br /&gt;
* p_alchemy_vials_01n.dds&lt;br /&gt;
* p_alchemy_vials_01s.dds&lt;br /&gt;
* p_anvil_01d.dds&lt;br /&gt;
* p_anvil_01n.dds&lt;br /&gt;
* p_anvil_01s.dds&lt;br /&gt;
* p_aravela_01d.dds&lt;br /&gt;
* p_aravela_01n.dds&lt;br /&gt;
* p_aravela_01s.dds&lt;br /&gt;
* p_aravelb_01d.dds&lt;br /&gt;
* p_aravelb_01n.dds&lt;br /&gt;
* p_aravelb_01s.dds&lt;br /&gt;
* p_armoire_01d.dds&lt;br /&gt;
* p_armoire_01n.dds&lt;br /&gt;
* p_armoire_01s.dds&lt;br /&gt;
* p_armor_stand_01d.dds&lt;br /&gt;
* p_armor_stand_01n.dds&lt;br /&gt;
* p_armor_stand_01s.dds&lt;br /&gt;
* p_armorsuit_01d.dds&lt;br /&gt;
* p_armorsuit_01n.dds&lt;br /&gt;
* p_armorsuit_01s.dds&lt;br /&gt;
* p_ballista_01d.dds&lt;br /&gt;
* p_ballista_01n.dds&lt;br /&gt;
* p_ballista_01s.dds&lt;br /&gt;
* p_ballista_bolt_01d.dds&lt;br /&gt;
* p_ballista_bolt_01n.dds&lt;br /&gt;
* p_ballista_bolt_01s.dds&lt;br /&gt;
* p_ballista_bottom_01d.dds&lt;br /&gt;
* p_ballista_bottom_01n.dds&lt;br /&gt;
* p_ballista_bottom_01s.dds&lt;br /&gt;
* p_ballista_top_01d.dds&lt;br /&gt;
* p_ballista_top_01n.dds&lt;br /&gt;
* p_bandages_01d.dds&lt;br /&gt;
* p_bandages_01n.dds&lt;br /&gt;
* p_bandages_01s.dds&lt;br /&gt;
* p_barrel_oild.dds&lt;br /&gt;
* p_barrel_oiln.dds&lt;br /&gt;
* p_barrel_oils.dds&lt;br /&gt;
* p_barrel01_0d.dds&lt;br /&gt;
* p_barrel01_0n.dds&lt;br /&gt;
* p_barrel01_0s.dds&lt;br /&gt;
* p_basket_empty_01d.dds&lt;br /&gt;
* p_basket_empty_01n.dds&lt;br /&gt;
* p_basket_empty_01s.dds&lt;br /&gt;
* p_bath_stone_01d.dds&lt;br /&gt;
* p_bath_stone_01n.dds&lt;br /&gt;
* p_bed_canopyd.dds&lt;br /&gt;
* p_bed_canopyn.dds&lt;br /&gt;
* p_bed_canopys.dds&lt;br /&gt;
* p_bed_larged.dds&lt;br /&gt;
* p_bed_largen.dds&lt;br /&gt;
* p_bed_larges.dds&lt;br /&gt;
* p_bed_roll_01d.dds&lt;br /&gt;
* p_bed_roll_01n.dds&lt;br /&gt;
* p_bed_roll_01s.dds&lt;br /&gt;
* p_bedding_clothd.dds&lt;br /&gt;
* p_bedding_clothn.dds&lt;br /&gt;
* p_bedding_cloths.dds&lt;br /&gt;
* p_bedding_commond.dds&lt;br /&gt;
* p_bedding_commonn.dds&lt;br /&gt;
* p_bedding_commons.dds&lt;br /&gt;
* p_bedding_ornated.dds&lt;br /&gt;
* p_bedding_ornaten.dds&lt;br /&gt;
* p_bedding_ornates.dds&lt;br /&gt;
* p_bench_log_01d.dds&lt;br /&gt;
* p_bench_log_01n.dds&lt;br /&gt;
* p_bench_log_01s.dds&lt;br /&gt;
* p_bench_marble_01d.dds&lt;br /&gt;
* p_bench_marble_01n.dds&lt;br /&gt;
* p_bench_marble_01s.dds&lt;br /&gt;
* p_bird_cage_01d.dds&lt;br /&gt;
* p_bird_cage_01n.dds&lt;br /&gt;
* p_bird_cage_01s.dds&lt;br /&gt;
* p_bird_feeder_01d.dds&lt;br /&gt;
* p_bird_feeder_01n.dds&lt;br /&gt;
* p_bird_feeder_01s.dds&lt;br /&gt;
* p_bird_stand_01d.dds&lt;br /&gt;
* p_bird_stand_01n.dds&lt;br /&gt;
* p_bird_stand_01s.dds&lt;br /&gt;
* p_bit_bridal_01d.dds&lt;br /&gt;
* p_bit_bridal_01n.dds&lt;br /&gt;
* p_bit_bridal_01s.dds&lt;br /&gt;
* p_blackboard_01d.dds&lt;br /&gt;
* p_blackboard_01n.dds&lt;br /&gt;
* p_blackboard_01s.dds&lt;br /&gt;
* p_blacksmith_toolsd.dds&lt;br /&gt;
* p_blacksmith_toolsn.dds&lt;br /&gt;
* p_blacksmith_toolss.dds&lt;br /&gt;
* p_blood_altar_01d.dds&lt;br /&gt;
* p_blood_altar_01n.dds&lt;br /&gt;
* p_blood_altar_01s.dds&lt;br /&gt;
* p_boat_making_01d.dds&lt;br /&gt;
* p_boat_making_01n.dds&lt;br /&gt;
* p_boat_making_01s.dds&lt;br /&gt;
* p_bottle_wine_01d.dds&lt;br /&gt;
* p_bottle_wine_01n.dds&lt;br /&gt;
* p_bottle_wine_01s.dds&lt;br /&gt;
* p_bowl_fruit_01d.dds&lt;br /&gt;
* p_bowl_fruit_01n.dds&lt;br /&gt;
* p_bowl_fruit_01s.dds&lt;br /&gt;
* p_bowl_large_01d.dds&lt;br /&gt;
* p_bowl_large_01n.dds&lt;br /&gt;
* p_bowl_large_01s.dds&lt;br /&gt;
* p_bowl_mixing_01d.dds&lt;br /&gt;
* p_bowl_mixing_01n.dds&lt;br /&gt;
* p_bowl_mixing_01s.dds&lt;br /&gt;
* p_bowl_pewter_01d.dds&lt;br /&gt;
* p_bowl_pewter_01n.dds&lt;br /&gt;
* p_bowl_pewter_01s.dds&lt;br /&gt;
* p_bowl_wood_01d.dds&lt;br /&gt;
* p_bowl_wood_01n.dds&lt;br /&gt;
* p_bowl_wood_01s.dds&lt;br /&gt;
* p_brasstorch_01d.dds&lt;br /&gt;
* p_brasstorch_01n.dds&lt;br /&gt;
* p_brasstorch_01s.dds&lt;br /&gt;
* p_btevbench1_01d.dds&lt;br /&gt;
* p_btevbench1_01n.dds&lt;br /&gt;
* p_btevbench1_01s.dds&lt;br /&gt;
* p_btevbookshelf1_01d.dds&lt;br /&gt;
* p_btevbookshelf1_01n.dds&lt;br /&gt;
* p_btevbookshelf1_01s.dds&lt;br /&gt;
* p_btevpot1_01d.dds&lt;br /&gt;
* p_btevpot1_01n.dds&lt;br /&gt;
* p_btevpot1_01s.dds&lt;br /&gt;
* p_btevpot2_01d.dds&lt;br /&gt;
* p_btevpot2_01n.dds&lt;br /&gt;
* p_btevpot2_01s.dds&lt;br /&gt;
* p_btevpot3_01d.dds&lt;br /&gt;
* p_btevpot3_01n.dds&lt;br /&gt;
* p_btevpot3_01s.dds&lt;br /&gt;
* p_btevtable2_01d.dds&lt;br /&gt;
* p_btevtable2_01n.dds&lt;br /&gt;
* p_btevtable2_01s.dds&lt;br /&gt;
* p_btevwartable1_01d.dds&lt;br /&gt;
* p_btevwartable1_01n.dds&lt;br /&gt;
* p_btevwartable1_01s.dds&lt;br /&gt;
* p_bucket_01d.dds&lt;br /&gt;
* p_bucket_01n.dds&lt;br /&gt;
* p_bucket_01s.dds&lt;br /&gt;
* p_bunkbed_01_d.dds&lt;br /&gt;
* p_bunkbed_01_n.dds&lt;br /&gt;
* p_bunkbed_01_s.dds&lt;br /&gt;
* p_butcher_boardd.dds&lt;br /&gt;
* p_butcher_boardn.dds&lt;br /&gt;
* p_butcher_boards.dds&lt;br /&gt;
* p_cabbage_01d.dds&lt;br /&gt;
* p_cabbage_01n.dds&lt;br /&gt;
* p_cabbage_01s.dds&lt;br /&gt;
* p_cabinet_ornate_01d.dds&lt;br /&gt;
* p_cabinet_ornate_01n.dds&lt;br /&gt;
* p_cabinet_ornate_01s.dds&lt;br /&gt;
* p_cabinet_steel_01d.dds&lt;br /&gt;
* p_cabinet_steel_01n.dds&lt;br /&gt;
* p_cabinet_steel_01s.dds&lt;br /&gt;
* p_cage_animal_01d.dds&lt;br /&gt;
* p_cage_animal_01n.dds&lt;br /&gt;
* p_cage_animal_01s.dds&lt;br /&gt;
* p_cage_animal02d.dds&lt;br /&gt;
* p_cage_animal02n.dds&lt;br /&gt;
* p_cage_animal02s.dds&lt;br /&gt;
* p_cage_animal03d.dds&lt;br /&gt;
* p_cage_animal03n.dds&lt;br /&gt;
* p_cage_animal03s.dds&lt;br /&gt;
* p_cage_human_01d.dds&lt;br /&gt;
* p_cage_human_01dlo.dds&lt;br /&gt;
* p_cage_human_01n.dds&lt;br /&gt;
* p_cage_human_01nlo.dds&lt;br /&gt;
* p_cage_human_01slo.dds&lt;br /&gt;
* p_cage_human_01t.dds&lt;br /&gt;
* p_camping_tentd.dds&lt;br /&gt;
* p_camping_tentn.dds&lt;br /&gt;
* p_camping_tents.dds&lt;br /&gt;
* p_candle_holder_01d.dds&lt;br /&gt;
* p_candle_holder_01n.dds&lt;br /&gt;
* p_candle_holder_01s.dds&lt;br /&gt;
* p_candle_holder_02d.dds&lt;br /&gt;
* p_candle_holder_02n.dds&lt;br /&gt;
* p_candle_holder_02s.dds&lt;br /&gt;
* p_cargoboatd.dds&lt;br /&gt;
* p_cargoboatn.dds&lt;br /&gt;
* p_cargoboats.dds&lt;br /&gt;
* p_carriage_01d.dds&lt;br /&gt;
* p_carriage_01n.dds&lt;br /&gt;
* p_carriage_01s.dds&lt;br /&gt;
* p_cart_01d.dds&lt;br /&gt;
* p_cart_01n.dds&lt;br /&gt;
* p_cart_01s.dds&lt;br /&gt;
* p_cart_02d.dds&lt;br /&gt;
* p_cart_02s.dds&lt;br /&gt;
* p_chain_shackles_01d.dds&lt;br /&gt;
* p_chain_shackles_01n.dds&lt;br /&gt;
* p_chain_shackles_01s.dds&lt;br /&gt;
* p_chamber_pot_01d.dds&lt;br /&gt;
* p_chamber_pot_01n.dds&lt;br /&gt;
* p_chamber_pot_01s.dds&lt;br /&gt;
* p_chantry_altar_01d.dds&lt;br /&gt;
* p_chantry_altar_01n.dds&lt;br /&gt;
* p_chantry_altar_01s.dds&lt;br /&gt;
* p_chantry_altar_b_01d.dds&lt;br /&gt;
* p_chantry_altar_b_01n.dds&lt;br /&gt;
* p_chantry_altar_b_01s.dds&lt;br /&gt;
* p_chest_iron_01d.dds&lt;br /&gt;
* p_chest_iron_01n.dds&lt;br /&gt;
* p_chest_iron_01s.dds&lt;br /&gt;
* p_chest_ornate_01d.dds&lt;br /&gt;
* p_chest_ornate_01n.dds&lt;br /&gt;
* p_chest_ornate_01s.dds&lt;br /&gt;
* p_chest_ornate_02d.dds&lt;br /&gt;
* p_chest_ornate_02s.dds&lt;br /&gt;
* p_chicken_coop_d.dds&lt;br /&gt;
* p_chicken_coop_n.dds&lt;br /&gt;
* p_chicken_coop_s.dds&lt;br /&gt;
* p_china_vase_01d.dds&lt;br /&gt;
* p_china_vase_01n.dds&lt;br /&gt;
* p_china_vase_01s.dds&lt;br /&gt;
* p_chopping_blockd.dds&lt;br /&gt;
* p_chopping_blockn.dds&lt;br /&gt;
* p_chopping_blocks.dds&lt;br /&gt;
* p_classroom_table_01d.dds&lt;br /&gt;
* p_classroom_table_01n.dds&lt;br /&gt;
* p_classroom_table_01s.dds&lt;br /&gt;
* p_coal_pan_01d.dds&lt;br /&gt;
* p_coal_pan_01n.dds&lt;br /&gt;
* p_coal_pan_01s.dds&lt;br /&gt;
* p_cocoon_01d.dds&lt;br /&gt;
* p_cocoon_01n.dds&lt;br /&gt;
* p_cocoon_01s.dds&lt;br /&gt;
* p_coil_whip_01d.dds&lt;br /&gt;
* p_coil_whip_01n.dds&lt;br /&gt;
* p_coil_whip_01s.dds&lt;br /&gt;
* p_commoner_bkslf_01d.dds&lt;br /&gt;
* p_commoner_bkslf_01n.dds&lt;br /&gt;
* p_commoner_bkslf_01s.dds&lt;br /&gt;
* p_cooking_spitd.dds&lt;br /&gt;
* p_cooking_spitn.dds&lt;br /&gt;
* p_cooking_spits.dds&lt;br /&gt;
* p_cork_float_01d.dds&lt;br /&gt;
* p_cork_float_01n.dds&lt;br /&gt;
* p_cork_float_01s.dds&lt;br /&gt;
* p_couch_01d.dds&lt;br /&gt;
* p_couch_01n.dds&lt;br /&gt;
* p_couch_01s.dds&lt;br /&gt;
* p_crate_large_01d.dds&lt;br /&gt;
* p_crate_large_01n.dds&lt;br /&gt;
* p_crate_large_01s.dds&lt;br /&gt;
* p_crate_wood_01d.dds&lt;br /&gt;
* p_crate_wood_01n.dds&lt;br /&gt;
* p_crate_wood_01s.dds&lt;br /&gt;
* p_creature_bones_01d.dds&lt;br /&gt;
* p_creature_bones_01n.dds&lt;br /&gt;
* p_creature_bones_01s.dds&lt;br /&gt;
* p_cup_wood_01d.dds&lt;br /&gt;
* p_cup_wood_01n.dds&lt;br /&gt;
* p_cup_wood_01s.dds&lt;br /&gt;
* p_curios_03d.dds&lt;br /&gt;
* p_curios_03n.dds&lt;br /&gt;
* p_curios_03s.dds&lt;br /&gt;
* p_curious_02d.dds&lt;br /&gt;
* p_curious_02n.dds&lt;br /&gt;
* p_curious_02s.dds&lt;br /&gt;
* p_darkspawn_barricade_01d.dds&lt;br /&gt;
* p_darkspawn_barricade_01n.dds&lt;br /&gt;
* p_darkspawn_barricade_01s.dds&lt;br /&gt;
* p_decanter_01d.dds&lt;br /&gt;
* p_decanter_01n.dds&lt;br /&gt;
* p_decanter_01s.dds&lt;br /&gt;
* p_deeproast_d.dds&lt;br /&gt;
* p_deeproast_n.dds&lt;br /&gt;
* p_deeproast_s.dds&lt;br /&gt;
* p_demon_sconce_01d.dds&lt;br /&gt;
* p_demon_sconce_01n.dds&lt;br /&gt;
* p_demon_sconce_01s.dds&lt;br /&gt;
* p_demon_torch_01d.dds&lt;br /&gt;
* p_demon_torch_01n.dds&lt;br /&gt;
* p_demon_torch_01s.dds&lt;br /&gt;
* p_desk_large_01d.dds&lt;br /&gt;
* p_desk_large_01n.dds&lt;br /&gt;
* p_desk_large_01s.dds&lt;br /&gt;
* p_desk_ornate_01d.dds&lt;br /&gt;
* p_desk_ornate_01n.dds&lt;br /&gt;
* p_desk_ornate_01s.dds&lt;br /&gt;
* p_desk_small_01d.dds&lt;br /&gt;
* p_desk_small_01n.dds&lt;br /&gt;
* p_desk_small_01s.dds&lt;br /&gt;
* p_dragonegg_01d.dds&lt;br /&gt;
* p_dragonegg_01n.dds&lt;br /&gt;
* p_dragonegg_01s.dds&lt;br /&gt;
* p_dryingrack_01d.dds&lt;br /&gt;
* p_dryingrack_01n.dds&lt;br /&gt;
* p_dryingrack_01s.dds&lt;br /&gt;
* p_dryingrack_01t.dds&lt;br /&gt;
* p_ds_flesh_banner_01d.dds&lt;br /&gt;
* p_ds_totem_01d.dds&lt;br /&gt;
* p_ds_totem_01n.dds&lt;br /&gt;
* p_ds_totem_01s.dds&lt;br /&gt;
* p_ds_totem_02d.dds&lt;br /&gt;
* p_ds_totem_base_01d.dds&lt;br /&gt;
* p_ds_totem_base_01n.dds&lt;br /&gt;
* p_ds_totem_base_01s.dds&lt;br /&gt;
* p_ds_totem_base_02d.dds&lt;br /&gt;
* p_ds_totem_cloth_01d.dds&lt;br /&gt;
* p_ds_totem_rock_01d.dds&lt;br /&gt;
* p_ds_totem_rock_01n.dds&lt;br /&gt;
* p_ds_totem_rock_01s.dds&lt;br /&gt;
* p_dsforge_01d.dds&lt;br /&gt;
* p_dsforge_01n.dds&lt;br /&gt;
* p_dsforge_01s.dds&lt;br /&gt;
* p_dstools_01d.dds&lt;br /&gt;
* p_dstools_01n.dds&lt;br /&gt;
* p_dstools_01s.dds&lt;br /&gt;
* p_eaten_creature_d.dds&lt;br /&gt;
* p_eaten_creature_n.dds&lt;br /&gt;
* p_eaten_creature_s.dds&lt;br /&gt;
* p_face_rockl1_01d.dds&lt;br /&gt;
* p_face_rockl1_01n.dds&lt;br /&gt;
* p_face_rockl1_01s.dds&lt;br /&gt;
* p_fade_pedestal_01d.dds&lt;br /&gt;
* p_fade_pedestal_01n.dds&lt;br /&gt;
* p_fade_pedestal_01s.dds&lt;br /&gt;
* p_fade_rock1_01d.dds&lt;br /&gt;
* p_fade_rock1_01n.dds&lt;br /&gt;
* p_fade_rock1_01s.dds&lt;br /&gt;
* p_fade_rock2_01d.dds&lt;br /&gt;
* p_fade_rock2_01n.dds&lt;br /&gt;
* p_fade_rock2_01s.dds&lt;br /&gt;
* p_fade_rock3_01d.dds&lt;br /&gt;
* p_fade_rock3_01n.dds&lt;br /&gt;
* p_fade_rock3_01s.dds&lt;br /&gt;
* p_fade_rock4_01d.dds&lt;br /&gt;
* p_fade_rock4_01n.dds&lt;br /&gt;
* p_fade_rock4_01s.dds&lt;br /&gt;
* p_fade_rock5_01d.dds&lt;br /&gt;
* p_fade_rock5_01n.dds&lt;br /&gt;
* p_fade_rock5_01s.dds&lt;br /&gt;
* p_fade_rock6_01d.dds&lt;br /&gt;
* p_fade_rock6_01n.dds&lt;br /&gt;
* p_fade_rock6_01s.dds&lt;br /&gt;
* p_fade_rock7_01d.dds&lt;br /&gt;
* p_fade_rock7_01n.dds&lt;br /&gt;
* p_fade_rock7_01s.dds&lt;br /&gt;
* p_fade_rock8_01d.dds&lt;br /&gt;
* p_fade_rock8_01n.dds&lt;br /&gt;
* p_fade_rock8_01s.dds&lt;br /&gt;
* p_fade_rock9_01d.dds&lt;br /&gt;
* p_fade_rock9_01n.dds&lt;br /&gt;
* p_fade_rock9_01s.dds&lt;br /&gt;
* p_fade_rockl2_01d.dds&lt;br /&gt;
* p_fade_rockl2_01n.dds&lt;br /&gt;
* p_fade_rockl2_01s.dds&lt;br /&gt;
* p_fade_rockl3_01d.dds&lt;br /&gt;
* p_fade_rockl3_01n.dds&lt;br /&gt;
* p_fade_rockl3_01s.dds&lt;br /&gt;
* p_fademirror_01d.dds&lt;br /&gt;
* p_fademirror_01n.dds&lt;br /&gt;
* p_fademirror_01s.dds&lt;br /&gt;
* p_fademirror_mirror_01d.dds&lt;br /&gt;
* p_fademirror_mirror_01n.dds&lt;br /&gt;
* p_fademirror_mirror_01s.dds&lt;br /&gt;
* p_fence_01d.dds&lt;br /&gt;
* p_fence_01n.dds&lt;br /&gt;
* p_fence_01s.dds&lt;br /&gt;
* p_ferelden_altar_01d.dds&lt;br /&gt;
* p_ferelden_altar_01n.dds&lt;br /&gt;
* p_ferelden_altar_01s.dds&lt;br /&gt;
* p_ferelden_altar_b_01d.dds&lt;br /&gt;
* p_ferelden_altar_b_01n.dds&lt;br /&gt;
* p_ferelden_altar_b_01s.dds&lt;br /&gt;
* p_ferelden_statue2d.dds&lt;br /&gt;
* p_ferelden_statue2n.dds&lt;br /&gt;
* p_ferelden_statue2s.dds&lt;br /&gt;
* p_ferelden_statued.dds&lt;br /&gt;
* p_ferelden_statuen.dds&lt;br /&gt;
* p_ferelden_statues.dds&lt;br /&gt;
* p_ferelden_torch_01d.dds&lt;br /&gt;
* p_ferelden_torch_01n.dds&lt;br /&gt;
* p_ferelden_torch_01s.dds&lt;br /&gt;
* p_filth_pile_01d.dds&lt;br /&gt;
* p_filth_pile_01n.dds&lt;br /&gt;
* p_filth_pile_01s.dds&lt;br /&gt;
* p_fire_pitd.dds&lt;br /&gt;
* p_fire_pitn.dds&lt;br /&gt;
* p_fire_pits.dds&lt;br /&gt;
* p_fish_carving_01d.dds&lt;br /&gt;
* p_fish_carving_01n.dds&lt;br /&gt;
* p_fish_carving_01s.dds&lt;br /&gt;
* p_fish_net_01d.dds&lt;br /&gt;
* p_fish_net_01n.dds&lt;br /&gt;
* p_fish_net_01s.dds&lt;br /&gt;
* p_fishingboatd.dds&lt;br /&gt;
* p_fishingboatn.dds&lt;br /&gt;
* p_fishingboats.dds&lt;br /&gt;
* p_fleshpod_01d.dds&lt;br /&gt;
* p_fleshpod_01n.dds&lt;br /&gt;
* p_fleshpod_01s.dds&lt;br /&gt;
* p_fleshpod_02d.dds&lt;br /&gt;
* p_fleshpod_02n.dds&lt;br /&gt;
* p_fleshpod_02s.dds&lt;br /&gt;
* p_fleshpod_03d.dds&lt;br /&gt;
* p_fleshpod_03n.dds&lt;br /&gt;
* p_fleshpod_03s.dds&lt;br /&gt;
* p_flower_bunch_d.dds&lt;br /&gt;
* p_flower_bunch_n.dds&lt;br /&gt;
* p_flower_bunch_s.dds&lt;br /&gt;
* p_flower_potd.dds&lt;br /&gt;
* p_flower_potn.dds&lt;br /&gt;
* p_flower_pots.dds&lt;br /&gt;
* p_flower_wild_01d.dds&lt;br /&gt;
* p_flower_wild_01n.dds&lt;br /&gt;
* p_flower_wild_01s.dds&lt;br /&gt;
* p_food_bread_01d.dds&lt;br /&gt;
* p_food_bread_01n.dds&lt;br /&gt;
* p_food_bread_01s.dds&lt;br /&gt;
* p_food_cheese_01d.dds&lt;br /&gt;
* p_food_cheese_01n.dds&lt;br /&gt;
* p_food_cheese_01s.dds&lt;br /&gt;
* p_food_fish_01d.dds&lt;br /&gt;
* p_food_fish_01n.dds&lt;br /&gt;
* p_food_fish_01s.dds&lt;br /&gt;
* p_food_fruit_01d.dds&lt;br /&gt;
* p_food_fruit_01n.dds&lt;br /&gt;
* p_food_fruit_01s.dds&lt;br /&gt;
* p_food_meat_01d.dds&lt;br /&gt;
* p_food_meat_01n.dds&lt;br /&gt;
* p_food_meat_01s.dds&lt;br /&gt;
* p_food_pie_01d.dds&lt;br /&gt;
* p_food_pie_01n.dds&lt;br /&gt;
* p_food_pie_01s.dds&lt;br /&gt;
* p_food_vegetables_01d.dds&lt;br /&gt;
* p_food_vegetables_01n.dds&lt;br /&gt;
* p_food_vegetables_01s.dds&lt;br /&gt;
* p_forge_small_02d.dds&lt;br /&gt;
* p_forge_smalld.dds&lt;br /&gt;
* p_forge_smalln.dds&lt;br /&gt;
* p_forge_smalls.dds&lt;br /&gt;
* p_fruit_stand_01d.dds&lt;br /&gt;
* p_fruit_stand_01n.dds&lt;br /&gt;
* p_fruit_stand_01s.dds&lt;br /&gt;
* p_fur_01_d.dds&lt;br /&gt;
* p_fur_01_n.dds&lt;br /&gt;
* p_fur_piled.dds&lt;br /&gt;
* p_fur_pilen.dds&lt;br /&gt;
* p_fur_piles.dds&lt;br /&gt;
* p_gem1_01d.dds&lt;br /&gt;
* p_gem1_01n.dds&lt;br /&gt;
* p_gem1_01s.dds&lt;br /&gt;
* p_gem2_01d.dds&lt;br /&gt;
* p_gem2_01n.dds&lt;br /&gt;
* p_gem2_01s.dds&lt;br /&gt;
* p_german_altar_01d.dds&lt;br /&gt;
* p_goblet_01d.dds&lt;br /&gt;
* p_goblet_01n.dds&lt;br /&gt;
* p_goblet_01s.dds&lt;br /&gt;
* p_gong_01d.dds&lt;br /&gt;
* p_gong_01n.dds&lt;br /&gt;
* p_gong_01s.dds&lt;br /&gt;
* p_gravestone_01d.dds&lt;br /&gt;
* p_gravestone_01n.dds&lt;br /&gt;
* p_gravestone_01s.dds&lt;br /&gt;
* p_gravestone_02d.dds&lt;br /&gt;
* p_gravestone_02n.dds&lt;br /&gt;
* p_gravestone_02s.dds&lt;br /&gt;
* p_gravestone_03_d.dds&lt;br /&gt;
* p_gravestone_03_n.dds&lt;br /&gt;
* p_gravestone_03_s.dds&lt;br /&gt;
* p_gravestone_statue_01d.dds&lt;br /&gt;
* p_gravestone_statue_01n.dds&lt;br /&gt;
* p_gravestone_statue_01s.dds&lt;br /&gt;
* p_grindstone_01d.dds&lt;br /&gt;
* p_grindstone_01n.dds&lt;br /&gt;
* p_grindstone_01s.dds&lt;br /&gt;
* p_hanging_fish_01d.dds&lt;br /&gt;
* p_hanging_fish_01n.dds&lt;br /&gt;
* p_hanging_fish_01s.dds&lt;br /&gt;
* p_hanging_flowersd.dds&lt;br /&gt;
* p_hanging_flowersn.dds&lt;br /&gt;
* p_hanging_flowerss.dds&lt;br /&gt;
* p_hanging_garlicd.dds&lt;br /&gt;
* p_hanging_garlicn.dds&lt;br /&gt;
* p_hanging_garlics.dds&lt;br /&gt;
* p_hanging_meatd.dds&lt;br /&gt;
* p_hanging_meatn.dds&lt;br /&gt;
* p_hanging_meats.dds&lt;br /&gt;
* p_hanging_nug_01d.dds&lt;br /&gt;
* p_hanging_nug_01n.dds&lt;br /&gt;
* p_hanging_nug_01s.dds&lt;br /&gt;
* p_hanging_peppersd.dds&lt;br /&gt;
* p_hanging_peppersn.dds&lt;br /&gt;
* p_hanging_pepperss.dds&lt;br /&gt;
* p_hay_bale_01d.dds&lt;br /&gt;
* p_head_base01d.dds&lt;br /&gt;
* p_head_base01n.dds&lt;br /&gt;
* p_head_base01s.dds&lt;br /&gt;
* p_head_base02d.dds&lt;br /&gt;
* p_head_base02n.dds&lt;br /&gt;
* p_head_base02s.dds&lt;br /&gt;
* p_head_base03_0d.dds&lt;br /&gt;
* p_head_base03_0n.dds&lt;br /&gt;
* p_head_base03_0s.dds&lt;br /&gt;
* p_herb_basket_01d.dds&lt;br /&gt;
* p_herb_basket_01n.dds&lt;br /&gt;
* p_herb_basket_01s.dds&lt;br /&gt;
* p_herbalism1d.dds&lt;br /&gt;
* p_herbalism1n.dds&lt;br /&gt;
* p_herbalism1s.dds&lt;br /&gt;
* p_herbalism2d.dds&lt;br /&gt;
* p_herbalism2n.dds&lt;br /&gt;
* p_herbalism2s.dds&lt;br /&gt;
* p_herbalism3d.dds&lt;br /&gt;
* p_herbalism3n.dds&lt;br /&gt;
* p_herbalism3s.dds&lt;br /&gt;
* p_herbalism4d.dds&lt;br /&gt;
* p_herbalism4n.dds&lt;br /&gt;
* p_herbalism4s.dds&lt;br /&gt;
* p_herbalism5d.dds&lt;br /&gt;
* p_herbalism5s.dds&lt;br /&gt;
* p_hitching_post_01d.dds&lt;br /&gt;
* p_hitching_post_01n.dds&lt;br /&gt;
* p_hitching_post_01s.dds&lt;br /&gt;
* p_hugekeg_01d.dds&lt;br /&gt;
* p_hugekeg_01n.dds&lt;br /&gt;
* p_hugekeg_01s.dds&lt;br /&gt;
* p_hurlock_head_01d.dds&lt;br /&gt;
* p_hurlock_head_01n.dds&lt;br /&gt;
* p_idol_02d.dds&lt;br /&gt;
* p_idol_02n.dds&lt;br /&gt;
* p_idol_02s.dds&lt;br /&gt;
* p_incense_burner_01d.dds&lt;br /&gt;
* p_incense_burner_01n.dds&lt;br /&gt;
* p_incense_burner_01s.dds&lt;br /&gt;
* p_invention_01d.dds&lt;br /&gt;
* p_invention_01n.dds&lt;br /&gt;
* p_invention_01s.dds&lt;br /&gt;
* p_invention_02d.dds&lt;br /&gt;
* p_invention_02n.dds&lt;br /&gt;
* p_invention_02s.dds&lt;br /&gt;
* p_jug_water_01d.dds&lt;br /&gt;
* p_jug_water_01n.dds&lt;br /&gt;
* p_jug_water_01s.dds&lt;br /&gt;
* p_ladder_01d.dds&lt;br /&gt;
* p_ladder_01n.dds&lt;br /&gt;
* p_ladder_01s.dds&lt;br /&gt;
* p_large_anvil_01d.dds&lt;br /&gt;
* p_large_anvil_01e.dds&lt;br /&gt;
* p_large_anvil_01n.dds&lt;br /&gt;
* p_large_anvil_01s.dds&lt;br /&gt;
* p_large_anvil_base_01d.dds&lt;br /&gt;
* p_large_anvil_base_01n.dds&lt;br /&gt;
* p_large_anvil_base_01s.dds&lt;br /&gt;
* p_leather_stretcher_01d.dds&lt;br /&gt;
* p_leather_stretcher_01n.dds&lt;br /&gt;
* p_leather_stretcher_01s.dds&lt;br /&gt;
* p_legionnaire_altar_01d.dds&lt;br /&gt;
* p_legionnaire_altar_01n.dds&lt;br /&gt;
* p_legionnaire_altar_01s.dds&lt;br /&gt;
* p_lever_01d.dds&lt;br /&gt;
* p_lever_01n.dds&lt;br /&gt;
* p_lever_02_01d.dds&lt;br /&gt;
* p_lever_02_01n.dds&lt;br /&gt;
* p_lever_02_01s.dds&lt;br /&gt;
* p_library_shelves_01d.dds&lt;br /&gt;
* p_library_shelves_01n.dds&lt;br /&gt;
* p_library_shelves_01s.dds&lt;br /&gt;
* p_log_pile_d.dds&lt;br /&gt;
* p_log_pile_n.dds&lt;br /&gt;
* p_log_pile_s.dds&lt;br /&gt;
* p_logtrap_02d.dds&lt;br /&gt;
* p_logtrap_02n.dds&lt;br /&gt;
* p_loomd.dds&lt;br /&gt;
* p_loomn.dds&lt;br /&gt;
* p_looms.dds&lt;br /&gt;
* p_lyrium_dish_01d.dds&lt;br /&gt;
* p_lyrium_dish_01n.dds&lt;br /&gt;
* p_lyrium_dish_01s.dds&lt;br /&gt;
* p_lyrium_light_01d.dds&lt;br /&gt;
* p_lyrium_light_01e.dds&lt;br /&gt;
* p_lyrium_light_01n.dds&lt;br /&gt;
* p_lyrium_light_01s.dds&lt;br /&gt;
* p_lyrium_pot01_d.dds&lt;br /&gt;
* p_lyrium_pot01_n.dds&lt;br /&gt;
* p_lyrium_pot01_s.dds&lt;br /&gt;
* p_mage_sconce_01d.dds&lt;br /&gt;
* p_mage_sconce_01n.dds&lt;br /&gt;
* p_mage_sconce_01s.dds&lt;br /&gt;
* p_magical_apparatus_01d.dds&lt;br /&gt;
* p_map_01d.dds&lt;br /&gt;
* p_map_01n.dds&lt;br /&gt;
* p_market_armory_v1_01d.dds&lt;br /&gt;
* p_market_armory_v1_01n.dds&lt;br /&gt;
* p_market_armory_v1_01s.dds&lt;br /&gt;
* p_market_magic_v1_01d.dds&lt;br /&gt;
* p_market_magic_v1_01n.dds&lt;br /&gt;
* p_market_magic_v1_01s.dds&lt;br /&gt;
* p_market_stall1_01d.dds&lt;br /&gt;
* p_market_stall1_01n.dds&lt;br /&gt;
* p_market_stall1_01s.dds&lt;br /&gt;
* p_market_tavern_v1_01d.dds&lt;br /&gt;
* p_market_tavern_v1_01n.dds&lt;br /&gt;
* p_market_tavern_v1_01s.dds&lt;br /&gt;
* p_matress_02d.dds&lt;br /&gt;
* p_matress_02n.dds&lt;br /&gt;
* p_matress_02s.dds&lt;br /&gt;
* p_medarm01_0d.dds&lt;br /&gt;
* p_medarm01_0n.dds&lt;br /&gt;
* p_medarm01_0s.dds&lt;br /&gt;
* p_medboo01_0d.dds&lt;br /&gt;
* p_medboo01_0n.dds&lt;br /&gt;
* p_medboo01_0s.dds&lt;br /&gt;
* p_mirror_01_0d.dds&lt;br /&gt;
* p_mirror_01_0n.dds&lt;br /&gt;
* p_mirror_01_0s.dds&lt;br /&gt;
* p_monsterstatue1_0d.dds&lt;br /&gt;
* p_monsterstatue1_0n.dds&lt;br /&gt;
* p_monsterstatue1_0s.dds&lt;br /&gt;
* p_monsterstatue2_01d.dds&lt;br /&gt;
* p_monsterstatue2_01n.dds&lt;br /&gt;
* p_monsterstatue2_01s.dds&lt;br /&gt;
* p_monsterstatue4_01d.dds&lt;br /&gt;
* p_monsterstatue4_01n.dds&lt;br /&gt;
* p_monsterstatue4_01s.dds&lt;br /&gt;
* p_monsterstatue5_01d.dds&lt;br /&gt;
* p_monsterstatue5_01n.dds&lt;br /&gt;
* p_monsterstatue5_01s.dds&lt;br /&gt;
* p_monsterstatue6_01d.dds&lt;br /&gt;
* p_monsterstatue6_01n.dds&lt;br /&gt;
* p_monsterstatue6_01s.dds&lt;br /&gt;
* p_monsterstatue6_02d.dds&lt;br /&gt;
* p_monsterstatue6_02n.dds&lt;br /&gt;
* p_monsterstatue6_02s.dds&lt;br /&gt;
* p_monsterstatue6_03d.dds&lt;br /&gt;
* p_monsterstatue6_03n.dds&lt;br /&gt;
* p_monsterstatue6_03s.dds&lt;br /&gt;
* p_monsterstatue6_04d.dds&lt;br /&gt;
* p_monsterstatue6_04n.dds&lt;br /&gt;
* p_monsterstatue6_04s.dds&lt;br /&gt;
* p_monsterstatue6_05d.dds&lt;br /&gt;
* p_monsterstatue6_05n.dds&lt;br /&gt;
* p_monsterstatue6_05s.dds&lt;br /&gt;
* p_mug_pewterd.dds&lt;br /&gt;
* p_mug_pewtern.dds&lt;br /&gt;
* p_mug_pewters.dds&lt;br /&gt;
* p_musical_instrument_01d.dds&lt;br /&gt;
* p_musical_instrument_01n.dds&lt;br /&gt;
* p_musical_instrument_01s.dds&lt;br /&gt;
* p_musical_instrument_03d.dds&lt;br /&gt;
* p_musical_instrument_03n.dds&lt;br /&gt;
* p_musical_instrument_03s.dds&lt;br /&gt;
* p_paragon_female_01d.dds&lt;br /&gt;
* p_paragon_female_01n.dds&lt;br /&gt;
* p_paragon_female_01s.dds&lt;br /&gt;
* p_paragon_male_01d.dds&lt;br /&gt;
* p_paragon_male_01n.dds&lt;br /&gt;
* p_paragon_male_01s.dds&lt;br /&gt;
* p_pew_01_d.dds&lt;br /&gt;
* p_pew_01_n.dds&lt;br /&gt;
* p_pew_01_s.dds&lt;br /&gt;
* p_pile_rags_01d.dds&lt;br /&gt;
* p_pile_rags_01n.dds&lt;br /&gt;
* p_pile_rags_01s.dds&lt;br /&gt;
* p_pillareagle_d.dds&lt;br /&gt;
* p_pillareagle_n.dds&lt;br /&gt;
* p_pillow_01d.dds&lt;br /&gt;
* p_pillow_01n.dds&lt;br /&gt;
* p_pillow_01s.dds&lt;br /&gt;
* p_pillows_01ad.dds&lt;br /&gt;
* p_pillows_01as.dds&lt;br /&gt;
* p_pillows_01bd.dds&lt;br /&gt;
* p_pillows_01bs.dds&lt;br /&gt;
* p_pillows_01cd.dds&lt;br /&gt;
* p_pillows_01cs.dds&lt;br /&gt;
* p_pillows_01dd.dds&lt;br /&gt;
* p_pillows_01ds.dds&lt;br /&gt;
* p_pillows_01ed.dds&lt;br /&gt;
* p_pillows_01es.dds&lt;br /&gt;
* p_pillows_01fd.dds&lt;br /&gt;
* p_pillows_01fs.dds&lt;br /&gt;
* p_pillows_01n.dds&lt;br /&gt;
* p_plant_03d.dds&lt;br /&gt;
* p_plant_03n.dds&lt;br /&gt;
* p_plant_03s.dds&lt;br /&gt;
* p_plant_1_d.dds&lt;br /&gt;
* p_plant_1_n.dds&lt;br /&gt;
* p_plant_1_s.dds&lt;br /&gt;
* p_plant_2_d.dds&lt;br /&gt;
* p_plant_2_n.dds&lt;br /&gt;
* p_plant_2_s.dds&lt;br /&gt;
* p_plate_wood_01d.dds&lt;br /&gt;
* p_plate_wood_01n.dds&lt;br /&gt;
* p_plate_wood_01s.dds&lt;br /&gt;
* p_plough_0d.dds&lt;br /&gt;
* p_plough_0n.dds&lt;br /&gt;
* p_plough_0s.dds&lt;br /&gt;
* p_pool_water_01d.dds&lt;br /&gt;
* p_pool_water_01n.dds&lt;br /&gt;
* p_pool_water_01s.dds&lt;br /&gt;
* p_portcullis_01d.dds&lt;br /&gt;
* p_portcullis_01n.dds&lt;br /&gt;
* p_portcullis_01s.dds&lt;br /&gt;
* p_pot_1_01d.dds&lt;br /&gt;
* p_pot_1_01n.dds&lt;br /&gt;
* p_pot_1_01s.dds&lt;br /&gt;
* p_pot_2_01d.dds&lt;br /&gt;
* p_pot_2_01n.dds&lt;br /&gt;
* p_pot_2_01s.dds&lt;br /&gt;
* p_pot_3_01d.dds&lt;br /&gt;
* p_pot_3_01n.dds&lt;br /&gt;
* p_pot_3_01s.dds&lt;br /&gt;
* p_pot_cooking_01d.dds&lt;br /&gt;
* p_pot_cooking_01n.dds&lt;br /&gt;
* p_pot_cooking_01s.dds&lt;br /&gt;
* p_pot_weathered_01d.dds&lt;br /&gt;
* p_pot_weathered_01n.dds&lt;br /&gt;
* p_pot_weathered_01s.dds&lt;br /&gt;
* p_prop_01_d.dds&lt;br /&gt;
* p_prop_01_n.dds&lt;br /&gt;
* p_prop_01_s.dds&lt;br /&gt;
* p_pulpit_01d.dds&lt;br /&gt;
* p_pulpit_01n.dds&lt;br /&gt;
* p_pulpit_01s.dds&lt;br /&gt;
* p_pumpkin_0d.dds&lt;br /&gt;
* p_pumpkin_0n.dds&lt;br /&gt;
* p_pumpkin_0s.dds&lt;br /&gt;
* p_reliquary_01d.dds&lt;br /&gt;
* p_reliquary_01n.dds&lt;br /&gt;
* p_reliquary_01s.dds&lt;br /&gt;
* p_rock_topiary1_01d.dds&lt;br /&gt;
* p_rock_topiary1_01n.dds&lt;br /&gt;
* p_rock_topiary1_01s.dds&lt;br /&gt;
* p_rock_topiary2_01d.dds&lt;br /&gt;
* p_rock_topiary2_01n.dds&lt;br /&gt;
* p_rock_topiary2_01s.dds&lt;br /&gt;
* p_rock_topiary3_01d.dds&lt;br /&gt;
* p_rock_topiary3_01n.dds&lt;br /&gt;
* p_rock_topiary3_01s.dds&lt;br /&gt;
* p_rock_topiary4_01d.dds&lt;br /&gt;
* p_rock_topiary4_01n.dds&lt;br /&gt;
* p_rock_topiary4_01s.dds&lt;br /&gt;
* p_rope_01d.dds&lt;br /&gt;
* p_rope_01n.dds&lt;br /&gt;
* p_rope_01s.dds&lt;br /&gt;
* p_round_tabled.dds&lt;br /&gt;
* p_round_tablen.dds&lt;br /&gt;
* p_round_tables.dds&lt;br /&gt;
* p_rowboatd.dds&lt;br /&gt;
* p_rowboatn.dds&lt;br /&gt;
* p_rowboats.dds&lt;br /&gt;
* p_runepillar_01d.dds&lt;br /&gt;
* p_runepillar_01n.dds&lt;br /&gt;
* p_sack_01_0d.dds&lt;br /&gt;
* p_sack_01_0n.dds&lt;br /&gt;
* p_sack_01_0s.dds&lt;br /&gt;
* p_sack_02_0d.dds&lt;br /&gt;
* p_sack_02_0n.dds&lt;br /&gt;
* p_sack_02_0s.dds&lt;br /&gt;
* p_sack_03_0d.dds&lt;br /&gt;
* p_sack_03_0n.dds&lt;br /&gt;
* p_sack_03_0s.dds&lt;br /&gt;
* p_sack_04_0d.dds&lt;br /&gt;
* p_sack_04_0n.dds&lt;br /&gt;
* p_sack_04_0s.dds&lt;br /&gt;
* p_saw_horses_01d.dds&lt;br /&gt;
* p_saw_horses_01n.dds&lt;br /&gt;
* p_saw_horses_01s.dds&lt;br /&gt;
* p_scarecrow_01d.dds&lt;br /&gt;
* p_scarecrow_01n.dds&lt;br /&gt;
* p_scarecrow_01s.dds&lt;br /&gt;
* p_science_drawing_01d.dds&lt;br /&gt;
* p_science_drawing_01n.dds&lt;br /&gt;
* p_science_drawing_01s.dds&lt;br /&gt;
* p_science_drawing_02d.dds&lt;br /&gt;
* p_science_drawing_02n.dds&lt;br /&gt;
* p_science_drawing_02s.dds&lt;br /&gt;
* p_scroll_rack_01d.dds&lt;br /&gt;
* p_scroll_rack_01n.dds&lt;br /&gt;
* p_scroll_rack_01s.dds&lt;br /&gt;
* p_sexantd.dds&lt;br /&gt;
* p_sexantn.dds&lt;br /&gt;
* p_sexants.dds&lt;br /&gt;
* p_shelf3_d.dds&lt;br /&gt;
* p_shelf3_n.dds&lt;br /&gt;
* p_shelf3_s.dds&lt;br /&gt;
* p_shop_cart01_d.dds&lt;br /&gt;
* p_shop_cart01_n.dds&lt;br /&gt;
* p_shop_cart01_s.dds&lt;br /&gt;
* p_spirit_apparatus_01d.dds&lt;br /&gt;
* p_spirit_apparatus_01n.dds&lt;br /&gt;
* p_spirit_apparatus_01s.dds&lt;br /&gt;
* p_spit_meat_01d.dds&lt;br /&gt;
* p_spit_meat_01n.dds&lt;br /&gt;
* p_spit_meat_01s.dds&lt;br /&gt;
* p_statue_andraste_01d.dds&lt;br /&gt;
* p_statue_andraste_01n.dds&lt;br /&gt;
* p_statue_andraste_01s.dds&lt;br /&gt;
* p_stone_ruby1_01d.dds&lt;br /&gt;
* p_stone_ruby1_01n.dds&lt;br /&gt;
* p_stone_ruby1_01s.dds&lt;br /&gt;
* p_stone_ruby2_01d.dds&lt;br /&gt;
* p_stone_ruby2_01n.dds&lt;br /&gt;
* p_stone_ruby2_01s.dds&lt;br /&gt;
* p_stone_well_d.dds&lt;br /&gt;
* p_stone_well_n.dds&lt;br /&gt;
* p_stone_well_s.dds&lt;br /&gt;
* p_stool_01d.dds&lt;br /&gt;
* p_stool_01n.dds&lt;br /&gt;
* p_stool_01s.dds&lt;br /&gt;
* p_straw_mat_01d.dds&lt;br /&gt;
* p_straw_mat_01n.dds&lt;br /&gt;
* p_straw_mat_01s.dds&lt;br /&gt;
* p_sundiald.dds&lt;br /&gt;
* p_sundialn.dds&lt;br /&gt;
* p_sundials.dds&lt;br /&gt;
* p_table_feast_01_d.dds&lt;br /&gt;
* p_table_feast_01_n.dds&lt;br /&gt;
* p_table_feast_01_s.dds&lt;br /&gt;
* p_table_stone_01d.dds&lt;br /&gt;
* p_table_stone_01n.dds&lt;br /&gt;
* p_table_stone_01s.dds&lt;br /&gt;
* p_table_tall_01_d.dds&lt;br /&gt;
* p_table_tall_01_n.dds&lt;br /&gt;
* p_table_tall_01_s.dds&lt;br /&gt;
* p_tent_dahlish04d.dds&lt;br /&gt;
* p_tent_dahlish04n.dds&lt;br /&gt;
* p_tent_dahlish04s.dds&lt;br /&gt;
* p_tent_dahlish05d.dds&lt;br /&gt;
* p_tent_dahlish05n.dds&lt;br /&gt;
* p_tent_dahlish05s.dds&lt;br /&gt;
* p_tent_large_01d.dds&lt;br /&gt;
* p_tent_large_01n.dds&lt;br /&gt;
* p_tent_large_01s.dds&lt;br /&gt;
* p_tent_large_02d.dds&lt;br /&gt;
* p_tent_large_02n.dds&lt;br /&gt;
* p_tent_large_02s.dds&lt;br /&gt;
* p_tent_noble_01d.dds&lt;br /&gt;
* p_tent_noble_01n.dds&lt;br /&gt;
* p_tent_noble_01s.dds&lt;br /&gt;
* p_tent_small_02d.dds&lt;br /&gt;
* p_tent_small_02n.dds&lt;br /&gt;
* p_tent_small_02s.dds&lt;br /&gt;
* p_tevbench1_01d.dds&lt;br /&gt;
* p_tevbench1_01n.dds&lt;br /&gt;
* p_tevbench1_01s.dds&lt;br /&gt;
* p_tevbookshelf1_01d.dds&lt;br /&gt;
* p_tevbookshelf1_01n.dds&lt;br /&gt;
* p_tevbookshelf1_01s.dds&lt;br /&gt;
* p_tevbookshelf2_01d.dds&lt;br /&gt;
* p_tevbookshelf2_01n.dds&lt;br /&gt;
* p_tevbookshelf2_01s.dds&lt;br /&gt;
* p_tevchair2_01d.dds&lt;br /&gt;
* p_tevchair2_01n.dds&lt;br /&gt;
* p_tevchair2_01s.dds&lt;br /&gt;
* p_tevdesk2_01d.dds&lt;br /&gt;
* p_tevdesk2_01n.dds&lt;br /&gt;
* p_tevdesk2_01s.dds&lt;br /&gt;
* p_tevinter_altar_01d.dds&lt;br /&gt;
* p_tevinter_altar_01n.dds&lt;br /&gt;
* p_tevinter_altar_01s.dds&lt;br /&gt;
* p_tevinter_altar_b_01d.dds&lt;br /&gt;
* p_tevinter_altar_b_01n.dds&lt;br /&gt;
* p_tevinter_altar_b_01s.dds&lt;br /&gt;
* p_tevpot1_01d.dds&lt;br /&gt;
* p_tevpot1_01n.dds&lt;br /&gt;
* p_tevpot1_01s.dds&lt;br /&gt;
* p_tevpot2_01d.dds&lt;br /&gt;
* p_tevpot2_01n.dds&lt;br /&gt;
* p_tevpot2_01s.dds&lt;br /&gt;
* p_tevpot3_01d.dds&lt;br /&gt;
* p_tevpot3_01n.dds&lt;br /&gt;
* p_tevpot3_01s.dds&lt;br /&gt;
* p_tevstatue001_01d.dds&lt;br /&gt;
* p_tevstatue001_01n.dds&lt;br /&gt;
* p_tevstatue001_01s.dds&lt;br /&gt;
* p_tevstatue002_01d.dds&lt;br /&gt;
* p_tevstatue002_01n.dds&lt;br /&gt;
* p_tevstatue002_01s.dds&lt;br /&gt;
* p_tevstatue003_01d.dds&lt;br /&gt;
* p_tevstatue003_01n.dds&lt;br /&gt;
* p_tevstatue003_01s.dds&lt;br /&gt;
* p_tevtable1_01d.dds&lt;br /&gt;
* p_tevtable1_01n.dds&lt;br /&gt;
* p_tevtable1_01s.dds&lt;br /&gt;
* p_tevtable2_01d.dds&lt;br /&gt;
* p_tevtable2_01n.dds&lt;br /&gt;
* p_tevtable2_01s.dds&lt;br /&gt;
* p_tevwartable1_01d.dds&lt;br /&gt;
* p_tevwartable1_01n.dds&lt;br /&gt;
* p_tevwartable1_01s.dds&lt;br /&gt;
* p_throne_02d.dds&lt;br /&gt;
* p_throne_02n.dds&lt;br /&gt;
* p_throne_02s.dds&lt;br /&gt;
* p_tomato_plant_d.dds&lt;br /&gt;
* p_tomato_plant_n.dds&lt;br /&gt;
* p_tomato_plant_s.dds&lt;br /&gt;
* p_tools_fishing_0d.dds&lt;br /&gt;
* p_tools_fishing_0n.dds&lt;br /&gt;
* p_tools_fishing_0s.dds&lt;br /&gt;
* p_tools_skinningd.dds&lt;br /&gt;
* p_tools_skinningn.dds&lt;br /&gt;
* p_tools_skinnings.dds&lt;br /&gt;
* p_torture_rack_01d.dds&lt;br /&gt;
* p_torture_rack_01n.dds&lt;br /&gt;
* p_torture_rack_01s.dds&lt;br /&gt;
* p_torture_toolsd.dds&lt;br /&gt;
* p_torture_toolsn.dds&lt;br /&gt;
* p_torture_toolss.dds&lt;br /&gt;
* p_toy_01d.dds&lt;br /&gt;
* p_toy_01n.dds&lt;br /&gt;
* p_toy_01s.dds&lt;br /&gt;
* p_toy_02d.dds&lt;br /&gt;
* p_toy_02n.dds&lt;br /&gt;
* p_toy_02s.dds&lt;br /&gt;
* p_training_dummy_01d.dds&lt;br /&gt;
* p_training_dummy_01n.dds&lt;br /&gt;
* p_training_dummy_01s.dds&lt;br /&gt;
* p_tree_saw_01d.dds&lt;br /&gt;
* p_tree_saw_01n.dds&lt;br /&gt;
* p_tree_saw_01s.dds&lt;br /&gt;
* p_troughd.dds&lt;br /&gt;
* p_troughn.dds&lt;br /&gt;
* p_troughs.dds&lt;br /&gt;
* p_tub_d.dds&lt;br /&gt;
* p_tub_n.dds&lt;br /&gt;
* p_tub_s.dds&lt;br /&gt;
* p_turkish_lamp_01d.dds&lt;br /&gt;
* p_turkish_lamp_01n.dds&lt;br /&gt;
* p_turkish_lamp_01s.dds&lt;br /&gt;
* p_urn_ashes_01_d.dds&lt;br /&gt;
* p_urn_ashes_01_n.dds&lt;br /&gt;
* p_urn_ashes_01_s.dds&lt;br /&gt;
* p_vanity_02_0d.dds&lt;br /&gt;
* p_vanity_02_0n.dds&lt;br /&gt;
* p_vanity_02_0s.dds&lt;br /&gt;
* p_vase01_01d.dds&lt;br /&gt;
* p_vase01_01n.dds&lt;br /&gt;
* p_vase01_01s.dds&lt;br /&gt;
* p_wagon_chain_d.dds&lt;br /&gt;
* p_wagon_chain_n.dds&lt;br /&gt;
* p_wagon_chain_s.dds&lt;br /&gt;
* p_wagon_covered_01d.dds&lt;br /&gt;
* p_wagon_covered_01n.dds&lt;br /&gt;
* p_wagon_covered_01s.dds&lt;br /&gt;
* p_wagon_covered_01t.dds&lt;br /&gt;
* p_wall_carving2d.dds&lt;br /&gt;
* p_wall_carving2n.dds&lt;br /&gt;
* p_wall_carving2s.dds&lt;br /&gt;
* p_wall_carving3d.dds&lt;br /&gt;
* p_wall_carving3n.dds&lt;br /&gt;
* p_wall_carving3s.dds&lt;br /&gt;
* p_wall_carvingd.dds&lt;br /&gt;
* p_wall_carvingn.dds&lt;br /&gt;
* p_wall_carvings.dds&lt;br /&gt;
* p_wash_basin_01d.dds&lt;br /&gt;
* p_wash_basin_01n.dds&lt;br /&gt;
* p_wash_basin_01s.dds&lt;br /&gt;
* p_washbasin_01d.dds&lt;br /&gt;
* p_washbasin_01n.dds&lt;br /&gt;
* p_washbasin_01s.dds&lt;br /&gt;
* p_washboard_d.dds&lt;br /&gt;
* p_washboard_n.dds&lt;br /&gt;
* p_washboard_s.dds&lt;br /&gt;
* p_well_interiord.dds&lt;br /&gt;
* p_well_interiorn.dds&lt;br /&gt;
* p_well_interiors.dds&lt;br /&gt;
* p_wheel_barrow_01d.dds&lt;br /&gt;
* p_wheel_barrow_01n.dds&lt;br /&gt;
* p_wheel_barrow_01s.dds&lt;br /&gt;
* p_wine_rack_01d.dds&lt;br /&gt;
* p_wine_rack_01n.dds&lt;br /&gt;
* p_wine_rack_01s.dds&lt;br /&gt;
* p_wooden_buoy_01d.dds&lt;br /&gt;
* p_wooden_buoy_01n.dds&lt;br /&gt;
* p_wooden_buoy_01s.dds&lt;br /&gt;
* p_woodendragon_d.dds&lt;br /&gt;
* p_woodendragon_n.dds&lt;br /&gt;
* p_woodendragon_s.dds&lt;br /&gt;
* p_woodrope_02d.dds&lt;br /&gt;
* p_woodrope_02n.dds&lt;br /&gt;
* p_woodrope_02s.dds&lt;br /&gt;
* p_wpnaxe_0d.dds&lt;br /&gt;
* p_wpnaxe_0n.dds&lt;br /&gt;
* p_wpnaxe_0s.dds&lt;br /&gt;
* p_wpnbow_01_0d.dds&lt;br /&gt;
* p_wpnbow_01_0n.dds&lt;br /&gt;
* p_wpnbow_01_0s.dds&lt;br /&gt;
* p_wpnbow_02_0d.dds&lt;br /&gt;
* p_wpnbow_02_0n.dds&lt;br /&gt;
* p_wpnbow_02_0s.dds&lt;br /&gt;
* p_wpndsword_0d.dds&lt;br /&gt;
* p_wpndsword_0n.dds&lt;br /&gt;
* p_wpnpage_01d.dds&lt;br /&gt;
* p_wpnpage_01n.dds&lt;br /&gt;
* p_wpnpage_01s.dds&lt;br /&gt;
* p_wpnquiver01_0d.dds&lt;br /&gt;
* p_wpnquiver01_0n.dds&lt;br /&gt;
* p_wpnquiver01_0s.dds&lt;br /&gt;
* p_wpnsword_0n.dds&lt;br /&gt;
* p_wpnsword_0s.dds&lt;br /&gt;
* p_wpnswordblood_0d.dds&lt;br /&gt;
* p_wreckedboatd.dds&lt;br /&gt;
* p_wreckedboatn.dds&lt;br /&gt;
* p_wreckedboats.dds&lt;br /&gt;
* paintingwall_d.dds&lt;br /&gt;
* paintingwall_n.dds&lt;br /&gt;
* paintingwall_s.dds&lt;br /&gt;
* paintingwall02_d.dds&lt;br /&gt;
* paintingwall02_n.dds&lt;br /&gt;
* paintingwall02_s.dds&lt;br /&gt;
* pf_ulm_bas_0d.dds&lt;br /&gt;
* plasterwall04d.dds&lt;br /&gt;
* plasterwall04h.dds&lt;br /&gt;
* plasterwall04n.dds&lt;br /&gt;
* plasterwall05d.dds&lt;br /&gt;
* plasterwall05h.dds&lt;br /&gt;
* plasterwall05n.dds&lt;br /&gt;
* plasterwall06d.dds&lt;br /&gt;
* plasterwall06h.dds&lt;br /&gt;
* plasterwall06n.dds&lt;br /&gt;
* plc_bdoor01d.dds&lt;br /&gt;
* plc_bdoor01n.dds&lt;br /&gt;
* plc_bdoor01s.dds&lt;br /&gt;
* plc_bladetrap_diff.dds&lt;br /&gt;
* plc_chand01_0d.dds&lt;br /&gt;
* plc_cog01n.dds&lt;br /&gt;
* plc_cog01s.dds&lt;br /&gt;
* plc_cogc01d.dds&lt;br /&gt;
* plc_cogc07d.dds&lt;br /&gt;
* plc_cogo03d.dds&lt;br /&gt;
* plc_cogo05d.dds&lt;br /&gt;
* plc_coinpile01_d.dds&lt;br /&gt;
* plc_coinpile01_s.dds&lt;br /&gt;
* plc_doorcitydwf.dds&lt;br /&gt;
* plc_doorcitydwf_n.dds&lt;br /&gt;
* plc_doorcitydwf_s.dds&lt;br /&gt;
* plc_doordbl_01_diff.dds&lt;br /&gt;
* plc_doordbl_01_norm.dds&lt;br /&gt;
* plc_doordbl_01_spec.dds&lt;br /&gt;
* plc_doordbldwf_01_diff.dds&lt;br /&gt;
* plc_doordbldwf_01_norm.dds&lt;br /&gt;
* plc_doordbldwf_01_spec.dds&lt;br /&gt;
* plc_doordbldwf_02_diff.dds&lt;br /&gt;
* plc_doordbldwf_02_norm.dds&lt;br /&gt;
* plc_doordbldwf_02_spec.dds&lt;br /&gt;
* plc_doordbldwf_03_diff.dds&lt;br /&gt;
* plc_doordbldwf_03_norm.dds&lt;br /&gt;
* plc_doordbldwf_03_spec.dds&lt;br /&gt;
* plc_doordbldwf_04_diff.dds&lt;br /&gt;
* plc_doordbldwf_04_norm.dds&lt;br /&gt;
* plc_doordbldwf_04_spec.dds&lt;br /&gt;
* plc_doorlg_01_diff.dds&lt;br /&gt;
* plc_doorlg_01_norm.dds&lt;br /&gt;
* plc_doorlg_01_spec.dds&lt;br /&gt;
* plc_doorlg_02_diff.dds&lt;br /&gt;
* plc_doorlg_02_norm.dds&lt;br /&gt;
* plc_doorlg_02_spec.dds&lt;br /&gt;
* plc_doorlgdwf_01_diff.dds&lt;br /&gt;
* plc_doorlgdwf_01_norm.dds&lt;br /&gt;
* plc_doorlgdwf_01_spec.dds&lt;br /&gt;
* plc_doorlgdwf_02_diff.dds&lt;br /&gt;
* plc_doorlgdwf_02_norm.dds&lt;br /&gt;
* plc_doorlgdwf_02_spec.dds&lt;br /&gt;
* plc_doorlgdwf_03_diff.dds&lt;br /&gt;
* plc_doorlgdwf_03_norm.dds&lt;br /&gt;
* plc_doorlgdwf_03_spec.dds&lt;br /&gt;
* plc_doorlgdwf_04_diff.dds&lt;br /&gt;
* plc_doorlgdwf_04_norm.dds&lt;br /&gt;
* plc_doorlgdwf_04_spec.dds&lt;br /&gt;
* plc_doorlgdwf_05_diff.dds&lt;br /&gt;
* plc_doorlgdwf_05_norm.dds&lt;br /&gt;
* plc_doorlgdwf_05_spec.dds&lt;br /&gt;
* plc_doorsm_01_diff.dds&lt;br /&gt;
* plc_doorsm_01_norm.dds&lt;br /&gt;
* plc_doorsm_01_spec.dds&lt;br /&gt;
* plc_dwarfcoin_d.dds&lt;br /&gt;
* plc_dwarfcoin_n.dds&lt;br /&gt;
* plc_dwarfcoin_s.dds&lt;br /&gt;
* plc_halla_d.dds&lt;br /&gt;
* plc_halla_n.dds&lt;br /&gt;
* plc_halla_s.dds&lt;br /&gt;
* plc_halla_t.dds&lt;br /&gt;
* plc_hangingfemale_01_d.dds&lt;br /&gt;
* plc_hangingmale_01_d.dds&lt;br /&gt;
* plc_hangingmale_02_d.dds&lt;br /&gt;
* plc_ironbark1_d.dds&lt;br /&gt;
* plc_ironbark1_n.dds&lt;br /&gt;
* plc_lake_map01d.dds&lt;br /&gt;
* plc_mosstile_d.dds&lt;br /&gt;
* plc_mosstile_n.dds&lt;br /&gt;
* plc_mousehole_d.dds&lt;br /&gt;
* plc_mousehole_n.dds&lt;br /&gt;
* plc_mousehole_s.dds&lt;br /&gt;
* plc_platform_01d.dds&lt;br /&gt;
* plc_platform_01n.dds&lt;br /&gt;
* plc_poster_d.dds&lt;br /&gt;
* plc_poster_s.dds&lt;br /&gt;
* plc_pressure01_d.dds&lt;br /&gt;
* plc_pressure01_n.dds&lt;br /&gt;
* plc_pressure01_s.dds&lt;br /&gt;
* plc_pressure02_d.dds&lt;br /&gt;
* plc_pressure02_n.dds&lt;br /&gt;
* plc_pressure02_s.dds&lt;br /&gt;
* plc_registry02_d.dds&lt;br /&gt;
* plc_registry02_n.dds&lt;br /&gt;
* plc_registry02_s.dds&lt;br /&gt;
* plc_rescuefloor_01d.dds&lt;br /&gt;
* plc_rescuefloor_01n.dds&lt;br /&gt;
* plc_rescuefloor_01s.dds&lt;br /&gt;
* plc_rkwall03d.dds&lt;br /&gt;
* plc_rkwall03n.dds&lt;br /&gt;
* plc_rkwall03s.dds&lt;br /&gt;
* plc_rock04_d.dds&lt;br /&gt;
* plc_rock04_n.dds&lt;br /&gt;
* plc_shrub1_n.dds&lt;br /&gt;
* plc_shrub2_d.dds&lt;br /&gt;
* plc_shrubbark1_d.dds&lt;br /&gt;
* plc_shrubbark1_n.dds&lt;br /&gt;
* plc_shrubfrond_d.dds&lt;br /&gt;
* plc_shrubfrond_n.dds&lt;br /&gt;
* plc_smtrapdoor01_d.dds&lt;br /&gt;
* plc_smtrapdoor01_n.dds&lt;br /&gt;
* plc_smtrapdoor01_s.dds&lt;br /&gt;
* plc_tentsmall_02_lod.dds&lt;br /&gt;
* plc_thronechair_01_diff.dds&lt;br /&gt;
* plc_thronechair_01_norm.dds&lt;br /&gt;
* plc_thronechair_01_spec.dds&lt;br /&gt;
* plc_trpbladetci_d.dds&lt;br /&gt;
* plc_trpbladetci_n.dds&lt;br /&gt;
* plc_trpbladetci_s.dds&lt;br /&gt;
* plc_tvetower.dds&lt;br /&gt;
* plc_walldiv_d.dds&lt;br /&gt;
* plc_walldiv_n.dds&lt;br /&gt;
* plc_walldiv_s.dds&lt;br /&gt;
* plc_wood1_d.dds&lt;br /&gt;
* plc_wood1_s.dds&lt;br /&gt;
* plc_woodgt_sml_01_0_lod.dds&lt;br /&gt;
* pm_ulm_bas_0d.dds&lt;br /&gt;
* pn_crown_01d.dds&lt;br /&gt;
* pn_crown_01n.dds&lt;br /&gt;
* pn_crown_01s.dds&lt;br /&gt;
* pn_crown_01t.dds&lt;br /&gt;
* pn_eye_crpa_0d.dds&lt;br /&gt;
* pn_eye_nrma_0m.dds&lt;br /&gt;
* pn_ulm_bas_0d.dds&lt;br /&gt;
* prp_arm_dwpb_0d.dds&lt;br /&gt;
* prp_arm_dwpb_0n.dds&lt;br /&gt;
* prp_arm_dwpb_0s.dds&lt;br /&gt;
* prp_armorstand_02_0_d.dds&lt;br /&gt;
* prp_armorstand_03_0_d.dds&lt;br /&gt;
* prp_armorstand_04_0_d.dds&lt;br /&gt;
* prp_armorstand_05_0_d.dds&lt;br /&gt;
* prp_ashwraith_d.dds&lt;br /&gt;
* prp_ashwraith_n.dds&lt;br /&gt;
* prp_ashwraith_s.dds&lt;br /&gt;
* prp_bark_d.dds&lt;br /&gt;
* prp_bark_n.dds&lt;br /&gt;
* prp_basestatue01d.dds&lt;br /&gt;
* prp_basestatue01n.dds&lt;br /&gt;
* prp_bed01_0_d.dds&lt;br /&gt;
* prp_black01_d.dds&lt;br /&gt;
* prp_black01_s.dds&lt;br /&gt;
* prp_blankbanners_01d.dds&lt;br /&gt;
* prp_blankbanners_01n.dds&lt;br /&gt;
* prp_blankbanners_01s.dds&lt;br /&gt;
* prp_blncscale_d.dds&lt;br /&gt;
* prp_blood01_d.dds&lt;br /&gt;
* prp_blood01_n.dds&lt;br /&gt;
* prp_blood01_s.dds&lt;br /&gt;
* prp_bluecarp_d.dds&lt;br /&gt;
* prp_bluecarp_s.dds&lt;br /&gt;
* prp_bonfire_d.dds&lt;br /&gt;
* prp_bonfire_n.dds&lt;br /&gt;
* prp_bonfire01_0_lod.dds&lt;br /&gt;
* prp_bonfireash_d.dds&lt;br /&gt;
* prp_bowrack_d.dds&lt;br /&gt;
* prp_breadoven_05_0_d.dds&lt;br /&gt;
* prp_breadoven_05_0_s.dds&lt;br /&gt;
* prp_broadleaffrond_d.dds&lt;br /&gt;
* prp_broadleaffrond_n.dds&lt;br /&gt;
* prp_broadleafleaves_d.dds&lt;br /&gt;
* prp_broadleafleaves_n.dds&lt;br /&gt;
* prp_carpet_n.dds&lt;br /&gt;
* prp_carriage_01_lod.dds&lt;br /&gt;
* prp_cartempty_01_0_lod.dds&lt;br /&gt;
* prp_carvebark01_d.dds&lt;br /&gt;
* prp_carvebark01_n.dds&lt;br /&gt;
* prp_carvebark01_s.dds&lt;br /&gt;
* prp_carvebark02_d.dds&lt;br /&gt;
* prp_carvebark02_n.dds&lt;br /&gt;
* prp_carvebark02_s.dds&lt;br /&gt;
* prp_caskwine_01_diff.dds&lt;br /&gt;
* prp_caskwine_01_norm.dds&lt;br /&gt;
* prp_caskwine_01_spec.dds&lt;br /&gt;
* prp_caverock01_d.dds&lt;br /&gt;
* prp_caverock01_n.dds&lt;br /&gt;
* prp_chand01_0d.dds&lt;br /&gt;
* prp_chand01_0n.dds&lt;br /&gt;
* prp_chand01_0s.dds&lt;br /&gt;
* prp_chi_window1_d.dds&lt;br /&gt;
* prp_chi_window1_e.dds&lt;br /&gt;
* prp_chi_window1_n.dds&lt;br /&gt;
* prp_chi_window1_s.dds&lt;br /&gt;
* prp_chstwd_01_d.dds&lt;br /&gt;
* prp_chstwd_01_n.dds&lt;br /&gt;
* prp_cline0_0d.dds&lt;br /&gt;
* prp_cline0_0n.dds&lt;br /&gt;
* prp_cline0_0s.dds&lt;br /&gt;
* prp_cloth01_d.dds&lt;br /&gt;
* prp_cloth01_n.dds&lt;br /&gt;
* prp_cloth02_d.dds&lt;br /&gt;
* prp_cloth02_n.dds&lt;br /&gt;
* prp_cloth03_d.dds&lt;br /&gt;
* prp_clothtorn01_d.dds&lt;br /&gt;
* prp_clothtorn01_n.dds&lt;br /&gt;
* prp_clothtorn02_d.dds&lt;br /&gt;
* prp_clothtorn02_n.dds&lt;br /&gt;
* prp_clothtorn05_d.dds&lt;br /&gt;
* prp_coff01_0d.dds&lt;br /&gt;
* prp_coff01_0n.dds&lt;br /&gt;
* prp_coff01_0s.dds&lt;br /&gt;
* prp_coff02_0d.dds&lt;br /&gt;
* prp_coff02_0n.dds&lt;br /&gt;
* prp_coff02_0s.dds&lt;br /&gt;
* prp_corps01_d.dds&lt;br /&gt;
* prp_corps01_n.dds&lt;br /&gt;
* prp_corps01_s.dds&lt;br /&gt;
* prp_couldron_01_d.dds&lt;br /&gt;
* prp_couldron_01_n.dds&lt;br /&gt;
* prp_couldron_01_s.dds&lt;br /&gt;
* prp_creature_d.dds&lt;br /&gt;
* prp_creature_n.dds&lt;br /&gt;
* prp_creature_s.dds&lt;br /&gt;
* prp_crssd_swrd2_0_d.dds&lt;br /&gt;
* prp_curt05d.dds&lt;br /&gt;
* prp_curt05n.dds&lt;br /&gt;
* prp_curt05s.dds&lt;br /&gt;
* prp_curt08d.dds&lt;br /&gt;
* prp_curt08n.dds&lt;br /&gt;
* prp_curt08s.dds&lt;br /&gt;
* prp_deadox_01d.dds&lt;br /&gt;
* prp_deadox_01n.dds&lt;br /&gt;
* prp_deadox_01s.dds&lt;br /&gt;
* prp_deera_0d.dds&lt;br /&gt;
* prp_deera_0n.dds&lt;br /&gt;
* prp_deera_0s.dds&lt;br /&gt;
* prp_dirtpile01_d.dds&lt;br /&gt;
* prp_dirtpile01_n.dds&lt;br /&gt;
* prp_dni_archd01_d.dds&lt;br /&gt;
* prp_dni_archd01_n.dds&lt;br /&gt;
* prp_dni_lavapan01_d.dds&lt;br /&gt;
* prp_dni_lavapan01_n.dds&lt;br /&gt;
* prp_dni_pillar01_d.dds&lt;br /&gt;
* prp_dni_pillar01_n.dds&lt;br /&gt;
* prp_dni_plug02_d.dds&lt;br /&gt;
* prp_dni_plug02_n.dds&lt;br /&gt;
* prp_dni_plug02_s.dds&lt;br /&gt;
* prp_dni_plug03_d.dds&lt;br /&gt;
* prp_dni_plug03_n.dds&lt;br /&gt;
* prp_dni_rock01_d.dds&lt;br /&gt;
* prp_dni_rock01_n.dds&lt;br /&gt;
* prp_dni_rock02_d.dds&lt;br /&gt;
* prp_dni_rock02_n.dds&lt;br /&gt;
* prp_dni_support01_d.dds&lt;br /&gt;
* prp_dni_support01_n.dds&lt;br /&gt;
* prp_dni_torch01_d.dds&lt;br /&gt;
* prp_dni_torch01_n.dds&lt;br /&gt;
* prp_dni_torch02_d.dds&lt;br /&gt;
* prp_dni_torch02_n.dds&lt;br /&gt;
* prp_dni_wall01_d.dds&lt;br /&gt;
* prp_dni_wall01_n.dds&lt;br /&gt;
* prp_dni_walldivide01_d.dds&lt;br /&gt;
* prp_dni_walldivide01_n.dds&lt;br /&gt;
* prp_drkspstuf_11_0_lod.dds&lt;br /&gt;
* prp_drwven_registry_d.dds&lt;br /&gt;
* prp_drwven_registry_n.dds&lt;br /&gt;
* prp_drwven_registry_s.dds&lt;br /&gt;
* prp_dstotem_01_0_lod.dds&lt;br /&gt;
* prp_dw_bench01d.dds&lt;br /&gt;
* prp_dw_bench01n.dds&lt;br /&gt;
* prp_dw_box01d.dds&lt;br /&gt;
* prp_dw_box01n.dds&lt;br /&gt;
* prp_dw_carving3d.dds&lt;br /&gt;
* prp_dw_carving3n.dds&lt;br /&gt;
* prp_dw_carving4d.dds&lt;br /&gt;
* prp_dw_carving4n.dds&lt;br /&gt;
* prp_dw_chair1d.dds&lt;br /&gt;
* prp_dw_chair1n.dds&lt;br /&gt;
* prp_dw_floorart01d.dds&lt;br /&gt;
* prp_dw_floorart01n.dds&lt;br /&gt;
* prp_dw_rock01_d.dds&lt;br /&gt;
* prp_dw_rock01_n.dds&lt;br /&gt;
* prp_dw_rock02_d.dds&lt;br /&gt;
* prp_dw_slab01d.dds&lt;br /&gt;
* prp_dw_slab01n.dds&lt;br /&gt;
* prp_dw_slab02d.dds&lt;br /&gt;
* prp_dw_slab02n.dds&lt;br /&gt;
* prp_dw_torch01d.dds&lt;br /&gt;
* prp_dw_torch01n.dds&lt;br /&gt;
* prp_dw_vat01d.dds&lt;br /&gt;
* prp_dw_vat01n.dds&lt;br /&gt;
* prp_dw_window_01_d.dds&lt;br /&gt;
* prp_dw_window_01_e.dds&lt;br /&gt;
* prp_dw_window_01_n.dds&lt;br /&gt;
* prp_dw_window_01_s.dds&lt;br /&gt;
* prp_dwamph01d.dds&lt;br /&gt;
* prp_dwamph01n.dds&lt;br /&gt;
* prp_dwarfsign.dds&lt;br /&gt;
* prp_dwarfsign_n.dds&lt;br /&gt;
* prp_dwarfsign_s.dds&lt;br /&gt;
* prp_dwbed01d.dds&lt;br /&gt;
* prp_dwbed01n.dds&lt;br /&gt;
* prp_dwbed02d.dds&lt;br /&gt;
* prp_dwbed02n.dds&lt;br /&gt;
* prp_dwbed03d.dds&lt;br /&gt;
* prp_dwbed03n.dds&lt;br /&gt;
* prp_dwchest01d.dds&lt;br /&gt;
* prp_dwchest01n.dds&lt;br /&gt;
* prp_dwchest01s.dds&lt;br /&gt;
* prp_dwcloth01d.dds&lt;br /&gt;
* prp_dwcloth01n.dds&lt;br /&gt;
* prp_dwcloth02d.dds&lt;br /&gt;
* prp_dwcloth02n.dds&lt;br /&gt;
* prp_dwcouch01d.dds&lt;br /&gt;
* prp_dwcouch01n.dds&lt;br /&gt;
* prp_dwcryst01a_d.dds&lt;br /&gt;
* prp_dwcryst01a_e.dds&lt;br /&gt;
* prp_dwcryst01a_n.dds&lt;br /&gt;
* prp_dwcryst01a_s.dds&lt;br /&gt;
* prp_dwcryst01d.dds&lt;br /&gt;
* prp_dwcryst01e.dds&lt;br /&gt;
* prp_dwcryst01n.dds&lt;br /&gt;
* prp_dwcryst01s.dds&lt;br /&gt;
* prp_dwfirepit01d.dds&lt;br /&gt;
* prp_dwfirepit01n.dds&lt;br /&gt;
* prp_dwfrug_d.dds&lt;br /&gt;
* prp_dwfsign01_0d.dds&lt;br /&gt;
* prp_dwfsign01_0n.dds&lt;br /&gt;
* prp_dwfsign01_0s.dds&lt;br /&gt;
* prp_dwfsign02_0d.dds&lt;br /&gt;
* prp_dwfsign02_0n.dds&lt;br /&gt;
* prp_dwfsign02_0s.dds&lt;br /&gt;
* prp_dwgenspec01.dds&lt;br /&gt;
* prp_dwmet_d.dds&lt;br /&gt;
* prp_dwmet_n.dds&lt;br /&gt;
* prp_dwmet_s.dds&lt;br /&gt;
* prp_dwmetal01.dds&lt;br /&gt;
* prp_dwmetal01n.dds&lt;br /&gt;
* prp_dwoven01d.dds&lt;br /&gt;
* prp_dwoven01n.dds&lt;br /&gt;
* prp_dwovtls01d.dds&lt;br /&gt;
* prp_dwovtls01n.dds&lt;br /&gt;
* prp_dwrock01d.dds&lt;br /&gt;
* prp_dwrock01n.dds&lt;br /&gt;
* prp_dwrock01s.dds&lt;br /&gt;
* prp_dwrockt01d.dds&lt;br /&gt;
* prp_dwrockt01n.dds&lt;br /&gt;
* prp_dwrubble01d.dds&lt;br /&gt;
* prp_dwrubble01n.dds&lt;br /&gt;
* prp_dwrubble02d.dds&lt;br /&gt;
* prp_dwrubble02n.dds&lt;br /&gt;
* prp_dwsarco01d.dds&lt;br /&gt;
* prp_dwsarco01n.dds&lt;br /&gt;
* prp_dwsarco02d.dds&lt;br /&gt;
* prp_dwsign01d.dds&lt;br /&gt;
* prp_dwsign02d.dds&lt;br /&gt;
* prp_dwsign02n.dds&lt;br /&gt;
* prp_dwsign03d.dds&lt;br /&gt;
* prp_dwsign03n.dds&lt;br /&gt;
* prp_dwsign04d.dds&lt;br /&gt;
* prp_dwsign04n.dds&lt;br /&gt;
* prp_dwsign05d.dds&lt;br /&gt;
* prp_dwsign05n.dds&lt;br /&gt;
* prp_dwsign06d.dds&lt;br /&gt;
* prp_dwsign06n.dds&lt;br /&gt;
* prp_dwtable01d.dds&lt;br /&gt;
* prp_dwtable01n.dds&lt;br /&gt;
* prp_dwtable02d.dds&lt;br /&gt;
* prp_dwtable02n.dds&lt;br /&gt;
* prp_dwtable03d.dds&lt;br /&gt;
* prp_dwtable03n.dds&lt;br /&gt;
* prp_eagle_01_0_d.dds&lt;br /&gt;
* prp_eagle_01_0_n.dds&lt;br /&gt;
* prp_eagle_01_0_s.dds&lt;br /&gt;
* prp_elfstatue_01d.dds&lt;br /&gt;
* prp_elfstatue_01n.dds&lt;br /&gt;
* prp_elfstatue_01s.dds&lt;br /&gt;
* prp_elfstatue_02d.dds&lt;br /&gt;
* prp_elfstatue_02n.dds&lt;br /&gt;
* prp_elfstatue_02s.dds&lt;br /&gt;
* prp_elfstatue_03d.dds&lt;br /&gt;
* prp_elfstatue_03n.dds&lt;br /&gt;
* prp_elfstatue_03s.dds&lt;br /&gt;
* prp_elfstatue_04d.dds&lt;br /&gt;
* prp_elfstatue_04n.dds&lt;br /&gt;
* prp_elfstatue_04s.dds&lt;br /&gt;
* prp_endbark_d.dds&lt;br /&gt;
* prp_endbark_n.dds&lt;br /&gt;
* prp_endbark_s.dds&lt;br /&gt;
* prp_faderinfrcd_dr_d.dds&lt;br /&gt;
* prp_faderinfrcd_dr_n.dds&lt;br /&gt;
* prp_faderinfrcd_dr_s.dds&lt;br /&gt;
* prp_fadportal01_d.dds&lt;br /&gt;
* prp_fadportal01_n.dds&lt;br /&gt;
* prp_fadportal01_s.dds&lt;br /&gt;
* prp_fca_props_d.dds&lt;br /&gt;
* prp_fca_props_n.dds&lt;br /&gt;
* prp_fca_props_s.dds&lt;br /&gt;
* prp_fciwood_d.dds&lt;br /&gt;
* prp_fciwood_n.dds&lt;br /&gt;
* prp_fciwood_s.dds&lt;br /&gt;
* prp_ferbneple_dif.dds&lt;br /&gt;
* prp_ferbneple_norm.dds&lt;br /&gt;
* prp_ferprops_d.dds&lt;br /&gt;
* prp_ferprops_n.dds&lt;br /&gt;
* prp_ferprops_s.dds&lt;br /&gt;
* prp_fhe_window_01_d.dds&lt;br /&gt;
* prp_fhe_window_01_e.dds&lt;br /&gt;
* prp_fhe_window_01_n.dds&lt;br /&gt;
* prp_fhe_window_01_s.dds&lt;br /&gt;
* prp_fie_rock1_d.dds&lt;br /&gt;
* prp_fie_rock1_n.dds&lt;br /&gt;
* prp_fie_rock2_d.dds&lt;br /&gt;
* prp_fie_rock2_n.dds&lt;br /&gt;
* prp_fie_rock3_d.dds&lt;br /&gt;
* prp_fie_rock3_n.dds&lt;br /&gt;
* prp_fie_rock4_d.dds&lt;br /&gt;
* prp_fie_rock4_n.dds&lt;br /&gt;
* prp_fie_rock5_d.dds&lt;br /&gt;
* prp_fie_rock5_n.dds&lt;br /&gt;
* prp_fie_rock6_d.dds&lt;br /&gt;
* prp_fie_rock6_n.dds&lt;br /&gt;
* prp_fie_rock7_d.dds&lt;br /&gt;
* prp_fie_rock7_n.dds&lt;br /&gt;
* prp_fie_rock8_d.dds&lt;br /&gt;
* prp_fie_rock8_n.dds&lt;br /&gt;
* prp_fire01_0_d.dds&lt;br /&gt;
* prp_fleshtile_d.dds&lt;br /&gt;
* prp_fleshtile_h.dds&lt;br /&gt;
* prp_fleshtile_n.dds&lt;br /&gt;
* prp_fleshtile_s.dds&lt;br /&gt;
* prp_food01.dds&lt;br /&gt;
* prp_footpri_d.dds&lt;br /&gt;
* prp_footpri_n.dds&lt;br /&gt;
* prp_footpri_s.dds&lt;br /&gt;
* prp_greenrck_d.dds&lt;br /&gt;
* prp_greenrck_n.dds&lt;br /&gt;
* prp_haystack01_d.dds&lt;br /&gt;
* prp_haystack01_n.dds&lt;br /&gt;
* prp_haystack01_s.dds&lt;br /&gt;
* prp_haystack02_d.dds&lt;br /&gt;
* prp_haystack02_n.dds&lt;br /&gt;
* prp_haystack02_s.dds&lt;br /&gt;
* prp_hermithut_d.dds&lt;br /&gt;
* prp_hermithut_n.dds&lt;br /&gt;
* prp_hmf_dw1a_0d.dds&lt;br /&gt;
* prp_hmf_dw1a_0n.dds&lt;br /&gt;
* prp_hmf_dw1a_0s.dds&lt;br /&gt;
* prp_hmf_tp1b_0d.dds&lt;br /&gt;
* prp_hmf_tp1b_0n.dds&lt;br /&gt;
* prp_hmf_tp1b_0s.dds&lt;br /&gt;
* prp_hmf_tp2a_0d.dds&lt;br /&gt;
* prp_hmf_tp2a_0n.dds&lt;br /&gt;
* prp_hmf_tp2a_0s.dds&lt;br /&gt;
* prp_icicle_d.dds&lt;br /&gt;
* prp_icicle_n.dds&lt;br /&gt;
* prp_icicle_s.dds&lt;br /&gt;
* prp_ironblack_d.dds&lt;br /&gt;
* prp_ironblack_n.dds&lt;br /&gt;
* prp_ironblack_s.dds&lt;br /&gt;
* prp_ivyloose01_d.dds&lt;br /&gt;
* prp_ivyloose01_d2.dds&lt;br /&gt;
* prp_ivyloose01_n2.dds&lt;br /&gt;
* prp_ivyloose02_d.dds&lt;br /&gt;
* prp_ivywall01_d.dds&lt;br /&gt;
* prp_ivywall02_d.dds&lt;br /&gt;
* prp_ivywall02_d2.dds&lt;br /&gt;
* prp_ivywall02_n2.dds&lt;br /&gt;
* prp_lgtnking_01_0_lod.dds&lt;br /&gt;
* prp_lprop01_d.dds&lt;br /&gt;
* prp_lprop01_n.dds&lt;br /&gt;
* prp_lprop01_s.dds&lt;br /&gt;
* prp_mage01_d.dds&lt;br /&gt;
* prp_mage01_n.dds&lt;br /&gt;
* prp_mage01_s.dds&lt;br /&gt;
* prp_magicrock_d.dds&lt;br /&gt;
* prp_magicrock_n.dds&lt;br /&gt;
* prp_magicrock_s.dds&lt;br /&gt;
* prp_marble_d.dds&lt;br /&gt;
* prp_marble_n.dds&lt;br /&gt;
* prp_metal01_d.dds&lt;br /&gt;
* prp_metal01_n.dds&lt;br /&gt;
* prp_mirrorbronze_01d.dds&lt;br /&gt;
* prp_mirrorbronze_01n.dds&lt;br /&gt;
* prp_mirrorbronze_01s.dds&lt;br /&gt;
* prp_mirrormirror_01d.dds&lt;br /&gt;
* prp_mirrormirror_01n.dds&lt;br /&gt;
* prp_mirrormirror_01s.dds&lt;br /&gt;
* prp_mirrorstatue_01d.dds&lt;br /&gt;
* prp_mirrorstatue_01n.dds&lt;br /&gt;
* prp_mirrorstatue_01s.dds&lt;br /&gt;
* prp_mosstile_d.dds&lt;br /&gt;
* prp_mosstile_n.dds&lt;br /&gt;
* prp_mosstile_s.dds&lt;br /&gt;
* prp_nugplatter_d.dds&lt;br /&gt;
* prp_nugplatter_n.dds&lt;br /&gt;
* prp_nugplatter_s.dds&lt;br /&gt;
* prp_oilbowl_01_0_d.dds&lt;br /&gt;
* prp_oxa_0d.dds&lt;br /&gt;
* prp_oxa_0n.dds&lt;br /&gt;
* prp_oxa_0s.dds&lt;br /&gt;
* prp_paint1_d.dds&lt;br /&gt;
* prp_paint10_d.dds&lt;br /&gt;
* prp_paint11_d.dds&lt;br /&gt;
* prp_paint12_d.dds&lt;br /&gt;
* prp_paint13_d.dds&lt;br /&gt;
* prp_paint14_d.dds&lt;br /&gt;
* prp_paint2_d.dds&lt;br /&gt;
* prp_paint3_d.dds&lt;br /&gt;
* prp_paint4_d.dds&lt;br /&gt;
* prp_paint5_d.dds&lt;br /&gt;
* prp_paint6_d.dds&lt;br /&gt;
* prp_paint7_d.dds&lt;br /&gt;
* prp_paint9_d.dds&lt;br /&gt;
* prp_painting_01_d.dds&lt;br /&gt;
* prp_painting01_d.dds&lt;br /&gt;
* prp_painting01_n.dds&lt;br /&gt;
* prp_painting01_s.dds&lt;br /&gt;
* prp_painting02_d.dds&lt;br /&gt;
* prp_paintprt1_d.dds&lt;br /&gt;
* prp_paintprt2_d.dds&lt;br /&gt;
* prp_paintprt3_d.dds&lt;br /&gt;
* prp_paintprt4_d.dds&lt;br /&gt;
* prp_paintprt5_d.dds&lt;br /&gt;
* prp_paintprt6_d.dds&lt;br /&gt;
* prp_panel01_d.dds&lt;br /&gt;
* prp_panel01_n.dds&lt;br /&gt;
* prp_panel01_s.dds&lt;br /&gt;
* prp_panel02_d.dds&lt;br /&gt;
* prp_panel02_n.dds&lt;br /&gt;
* prp_panel02_s.dds&lt;br /&gt;
* prp_paragon_female_01d.dds&lt;br /&gt;
* prp_paragon_female_01s.dds&lt;br /&gt;
* prp_paragon_male_01d.dds&lt;br /&gt;
* prp_paragon_male_01n.dds&lt;br /&gt;
* prp_paragon_male_01s.dds&lt;br /&gt;
* prp_paragon_male_02d.dds&lt;br /&gt;
* prp_paragon_male_02n.dds&lt;br /&gt;
* prp_paragon_male_02s.dds&lt;br /&gt;
* prp_plant_0d.dds&lt;br /&gt;
* prp_plant_0n.dds&lt;br /&gt;
* prp_plant_0s.dds&lt;br /&gt;
* prp_planter_0d.dds&lt;br /&gt;
* prp_planter_0n.dds&lt;br /&gt;
* prp_planter_0s.dds&lt;br /&gt;
* prp_prt_dwarf_d.dds&lt;br /&gt;
* prp_prt_dwarf_s.dds&lt;br /&gt;
* prp_prt_humanf_d.dds&lt;br /&gt;
* prp_prt_humanf_s.dds&lt;br /&gt;
* prp_prt_humanm_d.dds&lt;br /&gt;
* prp_prt_humanm_s.dds&lt;br /&gt;
* prp_prt_n.dds&lt;br /&gt;
* prp_rckmoss_d.dds&lt;br /&gt;
* prp_rckmoss_n.dds&lt;br /&gt;
* prp_redcarp_d.dds&lt;br /&gt;
* prp_redcarp_s.dds&lt;br /&gt;
* prp_rock_d.dds&lt;br /&gt;
* prp_rock_n.dds&lt;br /&gt;
* prp_rock01_d.dds&lt;br /&gt;
* prp_rock01_n.dds&lt;br /&gt;
* prp_rock01_s.dds&lt;br /&gt;
* prp_rock01d.dds&lt;br /&gt;
* prp_rock01n.dds&lt;br /&gt;
* prp_rock02d.dds&lt;br /&gt;
* prp_rock03d.dds&lt;br /&gt;
* prp_rock03n.dds&lt;br /&gt;
* prp_rock06_d.dds&lt;br /&gt;
* prp_rock06_h.dds&lt;br /&gt;
* prp_rock06_n.dds&lt;br /&gt;
* prp_rock06_s.dds&lt;br /&gt;
* prp_rockmoss_d.dds&lt;br /&gt;
* prp_rockmoss_n.dds&lt;br /&gt;
* prp_rockmoss02_d.dds&lt;br /&gt;
* prp_rockmoss02_n.dds&lt;br /&gt;
* prp_rockmoss02_s.dds&lt;br /&gt;
* prp_root_d.dds&lt;br /&gt;
* prp_root_n.dds&lt;br /&gt;
* prp_root_s.dds&lt;br /&gt;
* prp_rootsb_d.dds&lt;br /&gt;
* prp_rootsb_n.dds&lt;br /&gt;
* prp_rootsb_s.dds&lt;br /&gt;
* prp_rug01_d.dds&lt;br /&gt;
* prp_rug01_n.dds&lt;br /&gt;
* prp_rug02_d.dds&lt;br /&gt;
* prp_rug02_n.dds&lt;br /&gt;
* prp_rug03_d.dds&lt;br /&gt;
* prp_rug03_n.dds&lt;br /&gt;
* prp_rug04_d.dds&lt;br /&gt;
* prp_rug04_n.dds&lt;br /&gt;
* prp_rug05_d.dds&lt;br /&gt;
* prp_rug05_n.dds&lt;br /&gt;
* prp_rug06_d.dds&lt;br /&gt;
* prp_rug06_n.dds&lt;br /&gt;
* prp_rugblue_d.dds&lt;br /&gt;
* prp_rugblue_n.dds&lt;br /&gt;
* prp_rugblue_s.dds&lt;br /&gt;
* prp_rugend_d.dds&lt;br /&gt;
* prp_rugend_n.dds&lt;br /&gt;
* prp_rugend_s.dds&lt;br /&gt;
* prp_ruggreen_d.dds&lt;br /&gt;
* prp_ruggreen_n.dds&lt;br /&gt;
* prp_ruggreen_s.dds&lt;br /&gt;
* prp_rugred_d.dds&lt;br /&gt;
* prp_rugred_n.dds&lt;br /&gt;
* prp_rugred_s.dds&lt;br /&gt;
* prp_sack01_d.dds&lt;br /&gt;
* prp_sack01_n.dds&lt;br /&gt;
* prp_sack01_s.dds&lt;br /&gt;
* prp_sackclth01_d.dds&lt;br /&gt;
* prp_sackclth01_n.dds&lt;br /&gt;
* prp_scafold1_0_lod.dds&lt;br /&gt;
* prp_scafold2_0_lod.dds&lt;br /&gt;
* prp_scafold3_0_lod.dds&lt;br /&gt;
* prp_scrolslf01_0d.dds&lt;br /&gt;
* prp_scrolslf01_0n.dds&lt;br /&gt;
* prp_scrolslf01_0s.dds&lt;br /&gt;
* prp_shrubleaves_d.dds&lt;br /&gt;
* prp_shrubleaves_n.dds&lt;br /&gt;
* prp_skybeam_01d.dds&lt;br /&gt;
* prp_skybeam_01e.dds&lt;br /&gt;
* prp_sngleshlve_d.dds&lt;br /&gt;
* prp_sngleshlve_s.dds&lt;br /&gt;
* prp_spdr_nst_egg_d.dds&lt;br /&gt;
* prp_spdr_nst_egg_n.dds&lt;br /&gt;
* prp_spdr_nst_egg_s.dds&lt;br /&gt;
* prp_spiderwebs_d.dds&lt;br /&gt;
* prp_spiderwebs_s.dds&lt;br /&gt;
* prp_spiderwebstile_d.dds&lt;br /&gt;
* prp_spiderwebstile_s.dds&lt;br /&gt;
* prp_stagestair_0_lod.dds&lt;br /&gt;
* prp_stagestair2_0_lod.dds&lt;br /&gt;
* prp_statuedwf_01_diff.dds&lt;br /&gt;
* prp_statuedwf_01_norm.dds&lt;br /&gt;
* prp_statuedwf_01_normb.dds&lt;br /&gt;
* prp_statuedwf_01_normc.dds&lt;br /&gt;
* prp_statueshield_01d.dds&lt;br /&gt;
* prp_statueshield_01n.dds&lt;br /&gt;
* prp_statueshield_01s.dds&lt;br /&gt;
* prp_steamvent_d.dds&lt;br /&gt;
* prp_steamvent_n.dds&lt;br /&gt;
* prp_steamvent_s.dds&lt;br /&gt;
* prp_steshelf01_0d.dds&lt;br /&gt;
* prp_steshelf01_0n.dds&lt;br /&gt;
* prp_steshelf01_0s.dds&lt;br /&gt;
* prp_stgladder1_0_lod.dds&lt;br /&gt;
* prp_stonea_0_lod.dds&lt;br /&gt;
* prp_stoneb_0_lod.dds&lt;br /&gt;
* prp_stonetrim01_d.dds&lt;br /&gt;
* prp_stonetrim01_n.dds&lt;br /&gt;
* prp_stonewall01_d.dds&lt;br /&gt;
* prp_stonewall01_n.dds&lt;br /&gt;
* prp_stump_02d.dds&lt;br /&gt;
* prp_stump_02n.dds&lt;br /&gt;
* prp_stump_d.dds&lt;br /&gt;
* prp_stump_n.dds&lt;br /&gt;
* prp_stump_s.dds&lt;br /&gt;
* prp_sulfgrnd_d.dds&lt;br /&gt;
* prp_sulfgrnd_n.dds&lt;br /&gt;
* prp_sulfgrnd_s.dds&lt;br /&gt;
* prp_sulfpool_d.dds&lt;br /&gt;
* prp_sulfpool_n.dds&lt;br /&gt;
* prp_sulfpool_s.dds&lt;br /&gt;
* prp_sulfvent_d.dds&lt;br /&gt;
* prp_sulfvent_n.dds&lt;br /&gt;
* prp_sulfvent_s.dds&lt;br /&gt;
* prp_table_01_0_lod.dds&lt;br /&gt;
* prp_table_01_d.dds&lt;br /&gt;
* prp_table_01_n.dds&lt;br /&gt;
* prp_tablestone_01_0_lod.dds&lt;br /&gt;
* prp_tapestry01_d.dds&lt;br /&gt;
* prp_tapestry01_n.dds&lt;br /&gt;
* prp_tapestry02_d.dds&lt;br /&gt;
* prp_tapestry02_n.dds&lt;br /&gt;
* prp_tarnishmirror_0_d.dds&lt;br /&gt;
* prp_tci_wind_lg2d.dds&lt;br /&gt;
* prp_tci_wind_lg2e.dds&lt;br /&gt;
* prp_tci_wind_lg2n.dds&lt;br /&gt;
* prp_tci_wind_lgd.dds&lt;br /&gt;
* prp_tci_wind_lge.dds&lt;br /&gt;
* prp_tci_wind_lgn.dds&lt;br /&gt;
* prp_tci_wind_smd.dds&lt;br /&gt;
* prp_tci_wind_sme.dds&lt;br /&gt;
* prp_tci_wind_smn.dds&lt;br /&gt;
* prp_tci_wind_sms.dds&lt;br /&gt;
* prp_tentberserk_01_0_lod.dds&lt;br /&gt;
* prp_tentcamping_01_0_lod.dds&lt;br /&gt;
* prp_tentchantry_01_0_lod.dds&lt;br /&gt;
* prp_tentduncan_01_0_lod.dds&lt;br /&gt;
* prp_tentking_01_0_lod.dds&lt;br /&gt;
* prp_tentloghain_01_0_lod.dds&lt;br /&gt;
* prp_tentmage_01_0_lod.dds&lt;br /&gt;
* prp_tentnoble_01_lod.dds&lt;br /&gt;
* prp_tevbrazier1_d.dds&lt;br /&gt;
* prp_tevbrazier1_n.dds&lt;br /&gt;
* prp_tevbrazier1_s.dds&lt;br /&gt;
* prp_throne_02_1.dds&lt;br /&gt;
* prp_throne_02_d.dds&lt;br /&gt;
* prp_throne_02_n.dds&lt;br /&gt;
* prp_torch_01_0_lod.dds&lt;br /&gt;
* prp_torch_02_0_lod.dds&lt;br /&gt;
* prp_torch_03_0_lod.dds&lt;br /&gt;
* prp_trashpile_d.dds&lt;br /&gt;
* prp_trashpile_n.dds&lt;br /&gt;
* prp_trashpile_s.dds&lt;br /&gt;
* prp_tree_d.dds&lt;br /&gt;
* prp_tree_n.dds&lt;br /&gt;
* prp_treea_01_0_lod.dds&lt;br /&gt;
* prp_treeb_01_0_lod.dds&lt;br /&gt;
* prp_treec_01_0_lod.dds&lt;br /&gt;
* prp_treeline_d.dds&lt;br /&gt;
* prp_treeline_n.dds&lt;br /&gt;
* prp_treemoss_d.dds&lt;br /&gt;
* prp_treemoss_n.dds&lt;br /&gt;
* prp_treemoss_s.dds&lt;br /&gt;
* prp_treemossblu_d.dds&lt;br /&gt;
* prp_tti_dirt_01_d.dds&lt;br /&gt;
* prp_tti_dirt_01_n.dds&lt;br /&gt;
* prp_tti_dirt_01_s.dds&lt;br /&gt;
* prp_tti_magestat_01_d.dds&lt;br /&gt;
* prp_tti_magestat_01_n.dds&lt;br /&gt;
* prp_tti_magestat_01_s.dds&lt;br /&gt;
* prp_tti_rubptc_01_d.dds&lt;br /&gt;
* prp_tti_rubptc_01_n.dds&lt;br /&gt;
* prp_tti_rubptc_01_s.dds&lt;br /&gt;
* prp_tti_towereagle_d.dds&lt;br /&gt;
* prp_tti_towereagle_n.dds&lt;br /&gt;
* prp_tti_towereagle_s.dds&lt;br /&gt;
* prp_tti_wallarchbar_d.dds&lt;br /&gt;
* prp_tti_wallarchbar_n.dds&lt;br /&gt;
* prp_tti_wallarchbar_s.dds&lt;br /&gt;
* prp_uprbooks_d.dds&lt;br /&gt;
* prp_uprbooks_n.dds&lt;br /&gt;
* prp_uprbooks_s.dds&lt;br /&gt;
* prp_vdarkspec_01_s.dds&lt;br /&gt;
* prp_wagoncover_01_lod.dds&lt;br /&gt;
* prp_wallarchiron_d.dds&lt;br /&gt;
* prp_wallarchiron_n.dds&lt;br /&gt;
* prp_wallarchiron_s.dds&lt;br /&gt;
* prp_washbasin_01n.dds&lt;br /&gt;
* prp_washbasin_01s.dds&lt;br /&gt;
* prp_washbasin_blood.dds&lt;br /&gt;
* prp_watchtower_01_0_lod.dds&lt;br /&gt;
* prp_wolfa_d.dds&lt;br /&gt;
* prp_wolfa_n.dds&lt;br /&gt;
* prp_wolfa_s.dds&lt;br /&gt;
* prp_wood01_d.dds&lt;br /&gt;
* prp_wood01_n.dds&lt;br /&gt;
* prp_wood2_dif.dds&lt;br /&gt;
* prp_wood2_n.dds&lt;br /&gt;
* prp_wood2_s.dds&lt;br /&gt;
* prp_woodbrk1_0_lod.dds&lt;br /&gt;
* prp_wooddr_d.dds&lt;br /&gt;
* prp_wooddr_n.dds&lt;br /&gt;
* prp_wooddr_s.dds&lt;br /&gt;
* prp_woodfnc_01_0_lod.dds&lt;br /&gt;
* prp_woodfnc_d.dds&lt;br /&gt;
* prp_woodfnc_n.dds&lt;br /&gt;
* prp_woodfnc_s.dds&lt;br /&gt;
* prp_woodgt_01_0_lod.dds&lt;br /&gt;
* prp_woodo_n.dds&lt;br /&gt;
* prp_woodpil1_0_d.dds&lt;br /&gt;
* prp_woodplank01_d.dds&lt;br /&gt;
* prp_woodplank01_n.dds&lt;br /&gt;
* prp_woodplank01_s.dds&lt;br /&gt;
* prp_woodrope_d.dds&lt;br /&gt;
* prp_woodrope_n.dds&lt;br /&gt;
* prp_woodrope_s.dds&lt;br /&gt;
* prp_wpnbarrelax_01d.dds&lt;br /&gt;
* prp_wpnbarrelax_01n.dds&lt;br /&gt;
* prp_wpnbarrelax_01s.dds&lt;br /&gt;
* prp_wpnbarrelsw_01d.dds&lt;br /&gt;
* prp_wpnbarrelsw_01n.dds&lt;br /&gt;
* prp_wpnbarrelsw_01s.dds&lt;br /&gt;
* prp_wpnstnd_d.dds&lt;br /&gt;
* prp_wpnstnd_n.dds&lt;br /&gt;
* prpbed_d.dds&lt;br /&gt;
* prpbed_n.dds&lt;br /&gt;
* prpbed_s.dds&lt;br /&gt;
* punchthroughmask.dds&lt;br /&gt;
* rmtst_probe_3679.dds&lt;br /&gt;
* rmtst_probe_3915.dds&lt;br /&gt;
* rmtst03_probe_3895.dds&lt;br /&gt;
* roofshingle02d.dds&lt;br /&gt;
* roofshingle02h.dds&lt;br /&gt;
* roofshingle02n.dds&lt;br /&gt;
* rope02d.dds&lt;br /&gt;
* rope02n.dds&lt;br /&gt;
* sb03_back.dds&lt;br /&gt;
* sb03_bcloud.dds&lt;br /&gt;
* sb03_cloud.dds&lt;br /&gt;
* sb03_front.dds&lt;br /&gt;
* sb03_perlin.dds&lt;br /&gt;
* scr_cave_l.dds&lt;br /&gt;
* scr_flatr_l.dds&lt;br /&gt;
* scr_rock01_l.dds&lt;br /&gt;
* scr_rock03_l.dds&lt;br /&gt;
* scr_rock06_l.dds&lt;br /&gt;
* scr_rock06red_d.dds&lt;br /&gt;
* scr_rock06red_l.dds&lt;br /&gt;
* secdoor_d.dds&lt;br /&gt;
* secdoor_n.dds&lt;br /&gt;
* secdoor_s.dds&lt;br /&gt;
* shutter01d.dds&lt;br /&gt;
* shutter01h.dds&lt;br /&gt;
* shutter01n.dds&lt;br /&gt;
* sighpost_d.dds&lt;br /&gt;
* sighpost_n.dds&lt;br /&gt;
* sighpost_s.dds&lt;br /&gt;
* snowpa01_d.dds&lt;br /&gt;
* snowpa01_n.dds&lt;br /&gt;
* snowpa01_s.dds&lt;br /&gt;
* snowpa02_d.dds&lt;br /&gt;
* snowpa02_n.dds&lt;br /&gt;
* snowpa02_s.dds&lt;br /&gt;
* sphere_color.dds&lt;br /&gt;
* sphere_normal.dds&lt;br /&gt;
* sphere_spec.dds&lt;br /&gt;
* spiderweb_d.dds&lt;br /&gt;
* spiderweb_s.dds&lt;br /&gt;
* spiderwebs_tile_d.dds&lt;br /&gt;
* spiderwebs_tile_s.dds&lt;br /&gt;
* spt_default_detail.dds&lt;br /&gt;
* stone_01d.dds&lt;br /&gt;
* stone_01n.dds&lt;br /&gt;
* stone_d.dds&lt;br /&gt;
* stone01_n.dds&lt;br /&gt;
* stonefloor03d.dds&lt;br /&gt;
* stonefloor03n.dds&lt;br /&gt;
* sys_tsgpumemoryover.dds&lt;br /&gt;
* tce_bigbannersd.dds&lt;br /&gt;
* tce_bigbannerss.dds&lt;br /&gt;
* tce_brconcrete_d.dds&lt;br /&gt;
* tce_brconcrete_h.dds&lt;br /&gt;
* tce_brconcrete_n.dds&lt;br /&gt;
* tce_brconcrete_s.dds&lt;br /&gt;
* tce_floor1_d.dds&lt;br /&gt;
* tce_floor1_h.dds&lt;br /&gt;
* tce_floor1_n.dds&lt;br /&gt;
* tce_floor1_s.dds&lt;br /&gt;
* tce_rubptc_01_0_lod.dds&lt;br /&gt;
* tce_stair_d.dds&lt;br /&gt;
* tce_stair_n.dds&lt;br /&gt;
* tce_stair_s.dds&lt;br /&gt;
* tce_stwall01_h.dds&lt;br /&gt;
* tce_stwall01_n.dds&lt;br /&gt;
* tce_stwall01_s.dds&lt;br /&gt;
* tce_stwall02_d.dds&lt;br /&gt;
* tce_testmaster_d.dds&lt;br /&gt;
* tce_testmaster_n.dds&lt;br /&gt;
* tce_testmaster_s.dds&lt;br /&gt;
* tce_trims_d.dds&lt;br /&gt;
* tce_trims_h.dds&lt;br /&gt;
* tce_trims_n.dds&lt;br /&gt;
* tce_trims_s.dds&lt;br /&gt;
* tce_wall02_d.dds&lt;br /&gt;
* tce_wall02_h.dds&lt;br /&gt;
* tce_wall02_n.dds&lt;br /&gt;
* tce_wall02_s.dds&lt;br /&gt;
* tce_wall06_d.dds&lt;br /&gt;
* tce_wall06_h.dds&lt;br /&gt;
* tce_wall06_n.dds&lt;br /&gt;
* tci_archtrim01_d.dds&lt;br /&gt;
* tci_archtrim01_n.dds&lt;br /&gt;
* tci_archtrim01_s.dds&lt;br /&gt;
* tci_ceilingmiddle_d.dds&lt;br /&gt;
* tci_ceilingmiddle_n.dds&lt;br /&gt;
* tci_ceilingmiddle_s.dds&lt;br /&gt;
* tci_dblwd_dr_d.dds&lt;br /&gt;
* tci_dblwd_dr_n.dds&lt;br /&gt;
* tci_dblwd_dr_s.dds&lt;br /&gt;
* tci_dh1_d.dds&lt;br /&gt;
* tci_dh1_n.dds&lt;br /&gt;
* tci_dh1_s.dds&lt;br /&gt;
* tci_eagle_d1.dds&lt;br /&gt;
* tci_eagle_h.dds&lt;br /&gt;
* tci_eagle_n.dds&lt;br /&gt;
* tci_floor1_d.dds&lt;br /&gt;
* tci_floor1_h.dds&lt;br /&gt;
* tci_floor1_n.dds&lt;br /&gt;
* tci_floor1_s.dds&lt;br /&gt;
* tci_icewall_d.dds&lt;br /&gt;
* tci_icewall_n.dds&lt;br /&gt;
* tci_lrgwd_dr_d.dds&lt;br /&gt;
* tci_lrgwd_dr_n.dds&lt;br /&gt;
* tci_lrgwd_dr_s.dds&lt;br /&gt;
* tci_middle_marble_d.dds&lt;br /&gt;
* tci_middle_marble_n.dds&lt;br /&gt;
* tci_middle_marble_s.dds&lt;br /&gt;
* tci_newwindow_01d.dds&lt;br /&gt;
* tci_newwindow_01e.dds&lt;br /&gt;
* tci_newwindow_01n.dds&lt;br /&gt;
* tci_newwindow_01s.dds&lt;br /&gt;
* tci_newwindow_02e.dds&lt;br /&gt;
* tci_newwindow_03e.dds&lt;br /&gt;
* tci_rinfrcd_dr_d.dds&lt;br /&gt;
* tci_rinfrcd_dr_n.dds&lt;br /&gt;
* tci_rinfrcd_dr_s.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_d.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_n.dds&lt;br /&gt;
* tci_rinfrcddbl_dr_s.dds&lt;br /&gt;
* tci_ruinbricks_d.dds&lt;br /&gt;
* tci_ruinbricks_n.dds&lt;br /&gt;
* tci_ruinbricks_s.dds&lt;br /&gt;
* tci_stair2_d.dds&lt;br /&gt;
* tci_stair2_h.dds&lt;br /&gt;
* tci_stair2_n.dds&lt;br /&gt;
* tci_stair2_s.dds&lt;br /&gt;
* tci_stair3_d.dds&lt;br /&gt;
* tci_stair3_n.dds&lt;br /&gt;
* tci_stair3_s.dds&lt;br /&gt;
* tci_stonedirt_d.dds&lt;br /&gt;
* tci_stonedirt_n.dds&lt;br /&gt;
* tci_stonedirt_s.dds&lt;br /&gt;
* tci_trim2_do.dds&lt;br /&gt;
* tci_trim2_h.dds&lt;br /&gt;
* tci_trim2_n.dds&lt;br /&gt;
* tci_trim2_s.dds&lt;br /&gt;
* tci_trims_d.dds&lt;br /&gt;
* tci_trims_h.dds&lt;br /&gt;
* tci_trims_n.dds&lt;br /&gt;
* tci_trims_s.dds&lt;br /&gt;
* tci_wall1_d.dds&lt;br /&gt;
* tci_wall1_h.dds&lt;br /&gt;
* tci_wall1_n.dds&lt;br /&gt;
* tci_wall1_s.dds&lt;br /&gt;
* tci_window_bright_e.dds&lt;br /&gt;
* tci_window_d.dds&lt;br /&gt;
* tci_window_dark_e.dds&lt;br /&gt;
* tci_window_day_e.dds&lt;br /&gt;
* tci_window_dim_e.dds&lt;br /&gt;
* tci_windowbroken_d.dds&lt;br /&gt;
* tci_windown_01_n.dds&lt;br /&gt;
* tci_wood01_d.dds&lt;br /&gt;
* tci_wood01_n.dds&lt;br /&gt;
* tci_wood01_s.dds&lt;br /&gt;
* tent_pole_d.dds&lt;br /&gt;
* tent_pole_n.dds&lt;br /&gt;
* tent_pole_s.dds&lt;br /&gt;
* tent_small_02n.dds&lt;br /&gt;
* testing.dds&lt;br /&gt;
* tfi_master_d.dds&lt;br /&gt;
* tfi_master_n.dds&lt;br /&gt;
* tfi_master_s.dds&lt;br /&gt;
* tti_master_d.dds&lt;br /&gt;
* tti_master_n.dds&lt;br /&gt;
* tti_master_s.dds&lt;br /&gt;
* tve_master_d.dds&lt;br /&gt;
* tve_master_n.dds&lt;br /&gt;
* tve_master_s.dds&lt;br /&gt;
* tvi_master_d.dds&lt;br /&gt;
* tvi_master_n.dds&lt;br /&gt;
* tvi_master_s.dds&lt;br /&gt;
* tvm_master_d.dds&lt;br /&gt;
* tvm_master_n.dds&lt;br /&gt;
* tvm_master_s.dds&lt;br /&gt;
* uh_checker_1k_d.dds&lt;br /&gt;
* uh_eye_nrma_0d.dds&lt;br /&gt;
* uh_eye_nrma_0m.dds&lt;br /&gt;
* uh_eye_nrma_0t.dds&lt;br /&gt;
* uh_eye_nrmi_0n.dds&lt;br /&gt;
* uh_eye_nrmo_0n.dds&lt;br /&gt;
* vfx_movearrow.dds&lt;br /&gt;
* vfx_movetarget.dds&lt;br /&gt;
* vfx_selbad.dds&lt;br /&gt;
* vfx_selbad_arrow.dds&lt;br /&gt;
* vfx_selbad_backstab.dds&lt;br /&gt;
* vfx_selbad_large.dds&lt;br /&gt;
* vfx_selbad_large_backstab.dds&lt;br /&gt;
* vfx_selbad_med.dds&lt;br /&gt;
* vfx_selbad_med_backstab.dds&lt;br /&gt;
* vfx_selbad2.dds&lt;br /&gt;
* vfx_selfrnd.dds&lt;br /&gt;
* vfx_selgood.dds&lt;br /&gt;
* vfx_selgood_large.dds&lt;br /&gt;
* vfx_selgood_med.dds&lt;br /&gt;
* vfx_selgood2.dds&lt;br /&gt;
* vfx_selparty.dds&lt;br /&gt;
* vfx_selparty_med.dds&lt;br /&gt;
* vfx_selparty2.dds&lt;br /&gt;
* vfx_selparty2_med.dds&lt;br /&gt;
* vis_mt_d.dds&lt;br /&gt;
* vis_mt02_d.dds&lt;br /&gt;
* vst_cliff_d.dds&lt;br /&gt;
* vst_mount_d.dds&lt;br /&gt;
* vst_mount_s.dds&lt;br /&gt;
* w_apothecary_01d.dds&lt;br /&gt;
* w_apothecary_01n.dds&lt;br /&gt;
* w_apothecary_01s.dds&lt;br /&gt;
* w_butcher_knife_01d.dds&lt;br /&gt;
* w_butcher_knife_01n.dds&lt;br /&gt;
* w_butcher_knife_01s.dds&lt;br /&gt;
* w_elven_light_01d.dds&lt;br /&gt;
* w_elven_light_01n.dds&lt;br /&gt;
* w_elven_light_01s.dds&lt;br /&gt;
* w_elven_stool_01d.dds&lt;br /&gt;
* w_elven_stool_01n.dds&lt;br /&gt;
* w_elven_stool_01s.dds&lt;br /&gt;
* w_hammer_01d.dds&lt;br /&gt;
* w_hammer_01n.dds&lt;br /&gt;
* w_hammer_01s.dds&lt;br /&gt;
* w_jars_01d.dds&lt;br /&gt;
* w_jars_01n.dds&lt;br /&gt;
* w_jars_01s.dds&lt;br /&gt;
* w_leaf_pile_01d.dds&lt;br /&gt;
* w_leaf_pile_01n.dds&lt;br /&gt;
* w_leaf_pile_01s.dds&lt;br /&gt;
* w_marble_pot_01d.dds&lt;br /&gt;
* w_marble_pot_01n.dds&lt;br /&gt;
* w_marble_pot_01s.dds&lt;br /&gt;
* w_phylactery_01ad.dds&lt;br /&gt;
* w_phylactery_01an.dds&lt;br /&gt;
* w_phylactery_01bd.dds&lt;br /&gt;
* w_phylactery_01bn.dds&lt;br /&gt;
* w_phylactery_01bs.dds&lt;br /&gt;
* w_sarcophagus_generic_01d.dds&lt;br /&gt;
* w_sarcophagus_generic_01n.dds&lt;br /&gt;
* w_sarcophagus_generic_01s.dds&lt;br /&gt;
* w_small_tree_01d.dds&lt;br /&gt;
* w_small_tree_01n.dds&lt;br /&gt;
* w_small_tree_01s.dds&lt;br /&gt;
* w_tongs_01d.dds&lt;br /&gt;
* w_tongs_01n.dds&lt;br /&gt;
* w_tongs_01s.dds&lt;br /&gt;
* wall_06_d.dds&lt;br /&gt;
* wall_06_n.dds&lt;br /&gt;
* wall_ivy01_d.dds&lt;br /&gt;
* wall_ivy01_n.dds&lt;br /&gt;
* wall_ivy01_s.dds&lt;br /&gt;
* wall_ivy02_d.dds&lt;br /&gt;
* wall_ivy02_n.dds&lt;br /&gt;
* wall_ivy02_s.dds&lt;br /&gt;
* wat_foam00d.dds&lt;br /&gt;
* wat_foam10d.dds&lt;br /&gt;
* wat_foam40d.dds&lt;br /&gt;
* wat_rdclf_falls_dist.dds&lt;br /&gt;
* wat_rdclf_falls_foam.dds&lt;br /&gt;
* wat_rdclf_falls_norm.dds&lt;br /&gt;
* wat_river00a.dds&lt;br /&gt;
* wat_river00n.dds&lt;br /&gt;
* wat_river00s.dds&lt;br /&gt;
* wat_river10a.dds&lt;br /&gt;
* wat_river10n.dds&lt;br /&gt;
* wat_river10s.dds&lt;br /&gt;
* wat_river11a.dds&lt;br /&gt;
* wat_river40a.dds&lt;br /&gt;
* wat_river40n.dds&lt;br /&gt;
* wat_river40s.dds&lt;br /&gt;
* wat_river41a.dds&lt;br /&gt;
* wat_white4c.dds&lt;br /&gt;
* water_bump_h.dds&lt;br /&gt;
* water_bump_n.dds&lt;br /&gt;
* water_d.dds&lt;br /&gt;
* water_n.dds&lt;br /&gt;
* water_s.dds&lt;br /&gt;
* waterpool_d.dds&lt;br /&gt;
* waterpool_n.dds&lt;br /&gt;
* waterpool_s.dds&lt;br /&gt;
* wood_messy_01d.dds&lt;br /&gt;
* wood_messy_01n.dds&lt;br /&gt;
* wood_messy_01s.dds&lt;br /&gt;
* wood1_d.dds&lt;br /&gt;
* wood1_n.dds&lt;br /&gt;
* wood1_s.dds&lt;br /&gt;
* wooddetail01d.dds&lt;br /&gt;
* wooddetail01n.dds&lt;br /&gt;
* woodpillar01d.dds&lt;br /&gt;
* woodpillar01h.dds&lt;br /&gt;
* woodpillar01n.dds&lt;br /&gt;
* woodpillar01s.dds&lt;br /&gt;
* woodplank_d.dds&lt;br /&gt;
* woodplank_h.dds&lt;br /&gt;
* woodplank_n.dds&lt;br /&gt;
* woodtrim_d.dds&lt;br /&gt;
* woodtrim_n.dds&lt;br /&gt;
* woodtrim_s.dds&lt;br /&gt;
* z_dust_little_w.dds&lt;br /&gt;
&lt;br /&gt;
== Base game (high quality) ==&lt;br /&gt;
&lt;br /&gt;
* 01_fire.dds&lt;br /&gt;
* 01_fire_f2.dds&lt;br /&gt;
* 01_fire_f2_blue.dds&lt;br /&gt;
* 02_fire.dds&lt;br /&gt;
* aflip_good.dds&lt;br /&gt;
* arc.dds&lt;br /&gt;
* arc_blur.dds&lt;br /&gt;
* ash_01.dds&lt;br /&gt;
* ash_02.dds&lt;br /&gt;
* ash_04_f.dds&lt;br /&gt;
* aur_missingvolume.dds&lt;br /&gt;
* aur_whitevol.dds&lt;br /&gt;
* b_caustic_flip.dds&lt;br /&gt;
* b_caustic_flip_n.dds&lt;br /&gt;
* beckmann.dds&lt;br /&gt;
* bee.dds&lt;br /&gt;
* bee_ball.dds&lt;br /&gt;
* bee_cyc.dds&lt;br /&gt;
* bee_cyc_g.dds&lt;br /&gt;
* bee_glow.dds&lt;br /&gt;
* bee_groud.dds&lt;br /&gt;
* bee_up2.dds&lt;br /&gt;
* bflipgood.dds&lt;br /&gt;
* bld_drian_m.dds&lt;br /&gt;
* bld_drian_tu2.dds&lt;br /&gt;
* bld_drian_tu2_a.dds&lt;br /&gt;
* bld_drian_tu3.dds&lt;br /&gt;
* bld_drian2.dds&lt;br /&gt;
* bld_pro_01.dds&lt;br /&gt;
* bld_pro_02.dds&lt;br /&gt;
* blood.dds&lt;br /&gt;
* blood_b.dds&lt;br /&gt;
* blood_conj_02.dds&lt;br /&gt;
* blood_conj_03.dds&lt;br /&gt;
* blood_conj_04.dds&lt;br /&gt;
* blood_cycle_sm.dds&lt;br /&gt;
* blood_loop2.dds&lt;br /&gt;
* blood_mud.dds&lt;br /&gt;
* blood_splatter_04.dds&lt;br /&gt;
* blood_w_s.dds&lt;br /&gt;
* blood3.dds&lt;br /&gt;
* bloodsmall5.dds&lt;br /&gt;
* blue_ground.dds&lt;br /&gt;
* blur_b.dds&lt;br /&gt;
* bm_leak_drop.dds&lt;br /&gt;
* bmm.80.dds&lt;br /&gt;
* bnn.80.dds&lt;br /&gt;
* bodyimp.dds&lt;br /&gt;
* bodyimp_v.dds&lt;br /&gt;
* branch2.dds&lt;br /&gt;
* butterfly01.dds&lt;br /&gt;
* butterfly02.dds&lt;br /&gt;
* c_ashwrath_0d.dds&lt;br /&gt;
* c_ashwrath_0n.dds&lt;br /&gt;
* c_ashwrath_0s.dds&lt;br /&gt;
* c_berkbeara_0d.dds&lt;br /&gt;
* c_berkbeara_0n.dds&lt;br /&gt;
* c_berkbeara_0s.dds&lt;br /&gt;
* c_blacbeara_0d.dds&lt;br /&gt;
* c_blacbeara_0n.dds&lt;br /&gt;
* c_blacbeara_0s.dds&lt;br /&gt;
* c_blgtwolfa_d.dds&lt;br /&gt;
* c_blgtwolfa_n.dds&lt;br /&gt;
* c_blgtwolfa_s.dds&lt;br /&gt;
* c_bronto_0d.dds&lt;br /&gt;
* c_bronto_0n.dds&lt;br /&gt;
* c_bronto_0s.dds&lt;br /&gt;
* c_bronto_0t.dds&lt;br /&gt;
* c_broodm1a_0d.dds&lt;br /&gt;
* c_broodm1a_0n.dds&lt;br /&gt;
* c_broodm1a_0s.dds&lt;br /&gt;
* c_broodm2a_0d.dds&lt;br /&gt;
* c_broodm2a_0n.dds&lt;br /&gt;
* c_broodm2a_0s.dds&lt;br /&gt;
* c_broodm3a_0d.dds&lt;br /&gt;
* c_broodm3a_0n.dds&lt;br /&gt;
* c_broodm3a_0s.dds&lt;br /&gt;
* c_broodm4a_0d.dds&lt;br /&gt;
* c_broodm4a_0n.dds&lt;br /&gt;
* c_broodm4a_0s.dds&lt;br /&gt;
* c_cata_d.dds&lt;br /&gt;
* c_cata_n.dds&lt;br /&gt;
* c_cata_s.dds&lt;br /&gt;
* c_cata_t.dds&lt;br /&gt;
* c_chickena_d.dds&lt;br /&gt;
* c_chickena_n.dds&lt;br /&gt;
* c_chickena_s.dds&lt;br /&gt;
* c_corspidra_0d.dds&lt;br /&gt;
* c_corspidra_0n.dds&lt;br /&gt;
* c_corspidra_0s.dds&lt;br /&gt;
* c_deepstkra_0d.dds&lt;br /&gt;
* c_deepstkra_0n.dds&lt;br /&gt;
* c_deepstkra_0s.dds&lt;br /&gt;
* c_deepstkra_0t.dds&lt;br /&gt;
* c_deera_0d.dds&lt;br /&gt;
* c_deera_0n.dds&lt;br /&gt;
* c_deera_0s.dds&lt;br /&gt;
* c_deera_0t.dds&lt;br /&gt;
* c_dog_tata.dds&lt;br /&gt;
* c_dog_tatb.dds&lt;br /&gt;
* c_dog_tatc.dds&lt;br /&gt;
* c_doga_0d.dds&lt;br /&gt;
* c_doga_0n.dds&lt;br /&gt;
* c_doga_0s.dds&lt;br /&gt;
* c_dragling_0d.dds&lt;br /&gt;
* c_dragling_0n.dds&lt;br /&gt;
* c_dragling_0s.dds&lt;br /&gt;
* c_dragling_0t.dds&lt;br /&gt;
* c_drake_0d.dds&lt;br /&gt;
* c_drake_0n.dds&lt;br /&gt;
* c_drake_0s.dds&lt;br /&gt;
* c_drake_0t.dds&lt;br /&gt;
* c_giaspidra_0d.dds&lt;br /&gt;
* c_giaspidra_0n.dds&lt;br /&gt;
* c_giaspidra_0s.dds&lt;br /&gt;
* c_giaspidra_0t.dds&lt;br /&gt;
* c_goata_0d.dds&lt;br /&gt;
* c_goata_0n.dds&lt;br /&gt;
* c_goata_0s.dds&lt;br /&gt;
* c_gretbeara_0d.dds&lt;br /&gt;
* c_gretbeara_0n.dds&lt;br /&gt;
* c_gretbeara_0s.dds&lt;br /&gt;
* c_hallaa_0d.dds&lt;br /&gt;
* c_hallaa_0n.dds&lt;br /&gt;
* c_hallaa_0s.dds&lt;br /&gt;
* c_mutta_0d.dds&lt;br /&gt;
* c_mutta_0n.dds&lt;br /&gt;
* c_mutta_0s.dds&lt;br /&gt;
* c_nuga_0d.dds&lt;br /&gt;
* c_nuga_0n.dds&lt;br /&gt;
* c_nuga_0s.dds&lt;br /&gt;
* c_owla_d.dds&lt;br /&gt;
* c_owla_n.dds&lt;br /&gt;
* c_owla_s.dds&lt;br /&gt;
* c_oxa_0d.dds&lt;br /&gt;
* c_oxa_0n.dds&lt;br /&gt;
* c_oxa_0s.dds&lt;br /&gt;
* c_oxa_0t.dds&lt;br /&gt;
* c_piga_0d.dds&lt;br /&gt;
* c_piga_0n.dds&lt;br /&gt;
* c_piga_0s.dds&lt;br /&gt;
* c_piga_0t.dds&lt;br /&gt;
* c_poispidra_0d.dds&lt;br /&gt;
* c_poispidra_0n.dds&lt;br /&gt;
* c_poispidra_0s.dds&lt;br /&gt;
* c_poispidra_0t.dds&lt;br /&gt;
* c_pridedem_bdy_0d.dds&lt;br /&gt;
* c_pridedem_bdy_0n.dds&lt;br /&gt;
* c_pridedem_bdy_0s.dds&lt;br /&gt;
* c_pridedem_hed_0d.dds&lt;br /&gt;
* c_pridedem_hed_0n.dds&lt;br /&gt;
* c_pridedem_hed_0s.dds&lt;br /&gt;
* c_ragedmon_0d.dds&lt;br /&gt;
* c_ragedmon_0e.dds&lt;br /&gt;
* c_ragedmon_0n.dds&lt;br /&gt;
* c_ragedmon_0s.dds&lt;br /&gt;
* c_rama_0d.dds&lt;br /&gt;
* c_rama_0n.dds&lt;br /&gt;
* c_rama_0s.dds&lt;br /&gt;
* c_rata_d.dds&lt;br /&gt;
* c_rata_n.dds&lt;br /&gt;
* c_rata_s.dds&lt;br /&gt;
* c_ravena_0d.dds&lt;br /&gt;
* c_ravena_0n.dds&lt;br /&gt;
* c_ravena_0s.dds&lt;br /&gt;
* c_shade_0d.dds&lt;br /&gt;
* c_shade_0n.dds&lt;br /&gt;
* c_shade_0s.dds&lt;br /&gt;
* c_squirrela_0d.dds&lt;br /&gt;
* c_squirrela_0n.dds&lt;br /&gt;
* c_squirrela_0s.dds&lt;br /&gt;
* c_squirrela_0t.dds&lt;br /&gt;
* c_wolfa_0d.dds&lt;br /&gt;
* c_wolfa_0n.dds&lt;br /&gt;
* c_wolfa_0s.dds&lt;br /&gt;
* c_wolfb_0d.dds&lt;br /&gt;
* c_wolfb_0n.dds&lt;br /&gt;
* c_wolfb_0s.dds&lt;br /&gt;
* cage_05.dds&lt;br /&gt;
* cage_06.dds&lt;br /&gt;
* caustic_flip.dds&lt;br /&gt;
* caustic_flip_a.dds&lt;br /&gt;
* caustic_flip_dis.dds&lt;br /&gt;
* chu_02.dds&lt;br /&gt;
* chu_06.dds&lt;br /&gt;
* ci_smoke03.dds&lt;br /&gt;
* ci_smoke05.dds&lt;br /&gt;
* cloud_f.dds&lt;br /&gt;
* cloud_f_bl.dds&lt;br /&gt;
* cloud_f_oil.dds&lt;br /&gt;
* cloud_f_w.dds&lt;br /&gt;
* cn_bdy_abma_0d.dds&lt;br /&gt;
* cn_bdy_abma_0n.dds&lt;br /&gt;
* cn_bdy_abma_0s.dds&lt;br /&gt;
* cn_bdy_adma_0d.dds&lt;br /&gt;
* cn_bdy_adma_0n.dds&lt;br /&gt;
* cn_bdy_adma_0s.dds&lt;br /&gt;
* cn_bdy_arh_0d.dds&lt;br /&gt;
* cn_bdy_arh_0n.dds&lt;br /&gt;
* cn_bdy_arh_0s.dds&lt;br /&gt;
* cn_bdy_cora_0d.dds&lt;br /&gt;
* cn_bdy_cora_0n.dds&lt;br /&gt;
* cn_bdy_cora_0s.dds&lt;br /&gt;
* cn_bdy_drga_0d.dds&lt;br /&gt;
* cn_bdy_drga_0n.dds&lt;br /&gt;
* cn_bdy_drga_0s.dds&lt;br /&gt;
* cn_bdy_glka_0d.dds&lt;br /&gt;
* cn_bdy_glka_0n.dds&lt;br /&gt;
* cn_bdy_glka_0s.dds&lt;br /&gt;
* cn_bdy_glka_0t.dds&lt;br /&gt;
* cn_bdy_glkb_0d.dds&lt;br /&gt;
* cn_bdy_glkb_0n.dds&lt;br /&gt;
* cn_bdy_glkb_0s.dds&lt;br /&gt;
* cn_bdy_glkc_0d.dds&lt;br /&gt;
* cn_bdy_glkc_0n.dds&lt;br /&gt;
* cn_bdy_glkc_0s.dds&lt;br /&gt;
* cn_bdy_graa_0d.dds&lt;br /&gt;
* cn_bdy_graa_0n.dds&lt;br /&gt;
* cn_bdy_graa_0s.dds&lt;br /&gt;
* cn_bdy_graa_0t.dds&lt;br /&gt;
* cn_bdy_hdra_0d.dds&lt;br /&gt;
* cn_bdy_hdra_0n.dds&lt;br /&gt;
* cn_bdy_hdra_0s.dds&lt;br /&gt;
* cn_bdy_hlka_0d.dds&lt;br /&gt;
* cn_bdy_hlka_0n.dds&lt;br /&gt;
* cn_bdy_hlka_0s.dds&lt;br /&gt;
* cn_bdy_hlka_0t.dds&lt;br /&gt;
* cn_bdy_hlkb_0d.dds&lt;br /&gt;
* cn_bdy_hlkb_0n.dds&lt;br /&gt;
* cn_bdy_hlkb_0s.dds&lt;br /&gt;
* cn_bdy_hlkc_0d.dds&lt;br /&gt;
* cn_bdy_hlkc_0n.dds&lt;br /&gt;
* cn_bdy_hlkc_0s.dds&lt;br /&gt;
* cn_bdy_lofa_0d.dds&lt;br /&gt;
* cn_bdy_lofa_0n.dds&lt;br /&gt;
* cn_bdy_ogra_0d.dds&lt;br /&gt;
* cn_bdy_ogra_0n.dds&lt;br /&gt;
* cn_bdy_ogra_0s.dds&lt;br /&gt;
* cn_bdy_reva_0d.dds&lt;br /&gt;
* cn_bdy_reva_0n.dds&lt;br /&gt;
* cn_bdy_reva_0s.dds&lt;br /&gt;
* cn_bdy_skla_0d.dds&lt;br /&gt;
* cn_bdy_skla_0n.dds&lt;br /&gt;
* cn_bdy_skla_0s.dds&lt;br /&gt;
* cn_bdy_snga_0d.dds&lt;br /&gt;
* cn_bdy_snga_0i.dds&lt;br /&gt;
* cn_bdy_snga_0n.dds&lt;br /&gt;
* cn_bdy_snga_0s.dds&lt;br /&gt;
* cn_bdy_snga_0t.dds&lt;br /&gt;
* cn_bdy_srk_0d.dds&lt;br /&gt;
* cn_bdy_srk_0n.dds&lt;br /&gt;
* cn_bdy_srk_0s.dds&lt;br /&gt;
* cn_bdy_stga_0d.dds&lt;br /&gt;
* cn_bdy_stga_0n.dds&lt;br /&gt;
* cn_bdy_stga_0s.dds&lt;br /&gt;
* cn_bdy_suca_0d.dds&lt;br /&gt;
* cn_bdy_suca_0e.dds&lt;br /&gt;
* cn_bdy_suca_0n.dds&lt;br /&gt;
* cn_bdy_suca_0s.dds&lt;br /&gt;
* cn_bdy_wera_0d.dds&lt;br /&gt;
* cn_bdy_wera_0n.dds&lt;br /&gt;
* cn_bdy_wera_0s.dds&lt;br /&gt;
* cn_bdy_wera_0t.dds&lt;br /&gt;
* cn_bdy_wsva_0d.dds&lt;br /&gt;
* cn_bdy_wsva_0n.dds&lt;br /&gt;
* cn_bdy_wsva_0s.dds&lt;br /&gt;
* cn_bra_graa_0d.dds&lt;br /&gt;
* cn_bra_graa_0n.dds&lt;br /&gt;
* cn_bra_graa_0s.dds&lt;br /&gt;
* cn_bra_wsva_0d.dds&lt;br /&gt;
* cn_bra_wsva_0n.dds&lt;br /&gt;
* cn_bra_wsva_0s.dds&lt;br /&gt;
* cn_eye_cora_0d.dds&lt;br /&gt;
* cn_eye_doga_0d.dds&lt;br /&gt;
* cn_eye_dogami_0n.dds&lt;br /&gt;
* cn_eye_draa_0d.dds&lt;br /&gt;
* cn_eye_drga_0d.dds&lt;br /&gt;
* cn_eye_hdra_0d.dds&lt;br /&gt;
* cn_eye_lofa_0d.dds&lt;br /&gt;
* cn_eye_ogra_0d.dds&lt;br /&gt;
* cn_eye_suca_0d.dds&lt;br /&gt;
* cn_eye_wera.dds&lt;br /&gt;
* cn_eye_wola_0d.dds&lt;br /&gt;
* cn_har_lofa_0d.dds&lt;br /&gt;
* cn_har_lofa_0n.dds&lt;br /&gt;
* cn_har_lofa_0s.dds&lt;br /&gt;
* cn_hed_abma_0d.dds&lt;br /&gt;
* cn_hed_abma_0n.dds&lt;br /&gt;
* cn_hed_abma_0s.dds&lt;br /&gt;
* cn_hed_abma_0t.dds&lt;br /&gt;
* cn_hed_adma_0d.dds&lt;br /&gt;
* cn_hed_adma_0n.dds&lt;br /&gt;
* cn_hed_adma_0s.dds&lt;br /&gt;
* cn_hed_arh_0d.dds&lt;br /&gt;
* cn_hed_arh_0n.dds&lt;br /&gt;
* cn_hed_arh_0s.dds&lt;br /&gt;
* cn_hed_cora_0d.dds&lt;br /&gt;
* cn_hed_cora_0n.dds&lt;br /&gt;
* cn_hed_cora_0s.dds&lt;br /&gt;
* cn_hed_dhla_0d.dds&lt;br /&gt;
* cn_hed_dhla_0n.dds&lt;br /&gt;
* cn_hed_dhla_0s.dds&lt;br /&gt;
* cn_hed_dhla_0t.dds&lt;br /&gt;
* cn_hed_glka_0d.dds&lt;br /&gt;
* cn_hed_glka_0n.dds&lt;br /&gt;
* cn_hed_glka_0s.dds&lt;br /&gt;
* cn_hed_glka_0t.dds&lt;br /&gt;
* cn_hed_glkb_0d.dds&lt;br /&gt;
* cn_hed_glkb_0n.dds&lt;br /&gt;
* cn_hed_glkb_0s.dds&lt;br /&gt;
* cn_hed_glkc_0d.dds&lt;br /&gt;
* cn_hed_glkc_0n.dds&lt;br /&gt;
* cn_hed_glkc_0s.dds&lt;br /&gt;
* cn_hed_hdra_0d.dds&lt;br /&gt;
* cn_hed_hdra_0n.dds&lt;br /&gt;
* cn_hed_hdra_0s.dds&lt;br /&gt;
* cn_hed_hlka_0d.dds&lt;br /&gt;
* cn_hed_hlka_0n.dds&lt;br /&gt;
* cn_hed_hlka_0s.dds&lt;br /&gt;
* cn_hed_hlka_0t.dds&lt;br /&gt;
* cn_hed_hlkb_0d.dds&lt;br /&gt;
* cn_hed_hlkb_0n.dds&lt;br /&gt;
* cn_hed_hlkb_0s.dds&lt;br /&gt;
* cn_hed_hlkc_0d.dds&lt;br /&gt;
* cn_hed_hlkc_0n.dds&lt;br /&gt;
* cn_hed_hlkc_0s.dds&lt;br /&gt;
* cn_hed_lofa_0d.dds&lt;br /&gt;
* cn_hed_lofa_0n.dds&lt;br /&gt;
* cn_hed_ogra_0d.dds&lt;br /&gt;
* cn_hed_ogra_0n.dds&lt;br /&gt;
* cn_hed_ogra_0s.dds&lt;br /&gt;
* cn_hed_reva_0d.dds&lt;br /&gt;
* cn_hed_reva_0e.dds&lt;br /&gt;
* cn_hed_reva_0n.dds&lt;br /&gt;
* cn_hed_reva_0s.dds&lt;br /&gt;
* cn_hed_skla_0d.dds&lt;br /&gt;
* cn_hed_skla_0n.dds&lt;br /&gt;
* cn_hed_skla_0s.dds&lt;br /&gt;
* cn_hed_skla_0t.dds&lt;br /&gt;
* cn_hed_snga_0d.dds&lt;br /&gt;
* cn_hed_snga_0i.dds&lt;br /&gt;
* cn_hed_snga_0n.dds&lt;br /&gt;
* cn_hed_snga_0s.dds&lt;br /&gt;
* cn_hed_snga_0t.dds&lt;br /&gt;
* cn_hed_srk_0d.dds&lt;br /&gt;
* cn_hed_srk_0n.dds&lt;br /&gt;
* cn_hed_srk_0s.dds&lt;br /&gt;
* cn_hed_suca_0d.dds&lt;br /&gt;
* cn_hed_suca_0e.dds&lt;br /&gt;
* cn_hed_suca_0n.dds&lt;br /&gt;
* cn_hed_suca_0s.dds&lt;br /&gt;
* cn_hed_wera_0d.dds&lt;br /&gt;
* cn_hed_wera_0n.dds&lt;br /&gt;
* cn_hed_wera_0s.dds&lt;br /&gt;
* cn_hed_wera_0t.dds&lt;br /&gt;
* cn_lea_graa_0d.dds&lt;br /&gt;
* cn_lea_graa_0n.dds&lt;br /&gt;
* cn_lea_graa_0s.dds&lt;br /&gt;
* cn_lea_wsva_0d.dds&lt;br /&gt;
* cn_lea_wsva_0n.dds&lt;br /&gt;
* cn_lea_wsva_0s.dds&lt;br /&gt;
* cn_low_hlka_0d.dds&lt;br /&gt;
* cn_low_hlka_0n.dds&lt;br /&gt;
* cn_low_hlka_0s.dds&lt;br /&gt;
* cn_low_hlka_0t.dds&lt;br /&gt;
* cn_lsw_reva_0d.dds&lt;br /&gt;
* cn_lsw_reva_0n.dds&lt;br /&gt;
* cn_lsw_reva_0s.dds&lt;br /&gt;
* cn_shd_reva_0d.dds&lt;br /&gt;
* cn_shd_reva_0n.dds&lt;br /&gt;
* cn_shd_reva_0s.dds&lt;br /&gt;
* cn_wng_adma_0d.dds&lt;br /&gt;
* cn_wng_adma_0n.dds&lt;br /&gt;
* cn_wng_adma_0s.dds&lt;br /&gt;
* cn_wng_hdra_0d.dds&lt;br /&gt;
* cn_wng_hdra_0n.dds&lt;br /&gt;
* cn_wng_hdra_0s.dds&lt;br /&gt;
* cr_center.dds&lt;br /&gt;
* cr_spe_01.dds&lt;br /&gt;
* crack.dds&lt;br /&gt;
* crack_g05.dds&lt;br /&gt;
* crack_ye.dds&lt;br /&gt;
* crack2.dds&lt;br /&gt;
* crack3.dds&lt;br /&gt;
* crate_03.dds&lt;br /&gt;
* crt_cycle.dds&lt;br /&gt;
* crt_cycle_2.dds&lt;br /&gt;
* crt_cycle_3.dds&lt;br /&gt;
* crt_cycle_4.dds&lt;br /&gt;
* crt_cycle_5.dds&lt;br /&gt;
* crt_cycle7.dds&lt;br /&gt;
* crt_spell.dds&lt;br /&gt;
* crt_star.dds&lt;br /&gt;
* crust_webs.dds&lt;br /&gt;
* crust_webs2.dds&lt;br /&gt;
* crust_webs3.dds&lt;br /&gt;
* crust_webs4.dds&lt;br /&gt;
* custic_dark.dds&lt;br /&gt;
* custic_light_f.dds&lt;br /&gt;
* custic_light_f2.dds&lt;br /&gt;
* custic001.dds&lt;br /&gt;
* custic00b.dds&lt;br /&gt;
* custic00b_a.dds&lt;br /&gt;
* custic00c.dds&lt;br /&gt;
* custic00c_a.dds&lt;br /&gt;
* custics002.dds&lt;br /&gt;
* cyc_air_big.dds&lt;br /&gt;
* cyc_cloud.dds&lt;br /&gt;
* cyc_cloud2.dds&lt;br /&gt;
* default_blackzero.dds&lt;br /&gt;
* default_specularmask.dds&lt;br /&gt;
* defaultnormal.dds&lt;br /&gt;
* df_arm_nuda_0d.dds&lt;br /&gt;
* df_arm_nuda_0n.dds&lt;br /&gt;
* df_arm_nuda_0s.dds&lt;br /&gt;
* df_arm_nuda_0t.dds&lt;br /&gt;
* dirty_bb.dds&lt;br /&gt;
* dirty_bb_nrm.dds&lt;br /&gt;
* dirty_stuff.dds&lt;br /&gt;
* dirty_stuff2.dds&lt;br /&gt;
* dis_02.dds&lt;br /&gt;
* dis_05.dds&lt;br /&gt;
* dis_ball.dds&lt;br /&gt;
* dis_ball_alph.dds&lt;br /&gt;
* dis_ball_in.dds&lt;br /&gt;
* dis_cu.dds&lt;br /&gt;
* dis_cu_alph.dds&lt;br /&gt;
* dis_vorta.dds&lt;br /&gt;
* dis_vorta_alp.dds&lt;br /&gt;
* discloud_alph.dds&lt;br /&gt;
* distor.dds&lt;br /&gt;
* distor_c1_alp.dds&lt;br /&gt;
* distor_cyl_alp.dds&lt;br /&gt;
* distor_cyl04_alp.dds&lt;br /&gt;
* distor_mask.dds&lt;br /&gt;
* distor_si.dds&lt;br /&gt;
* distortion_n.dds&lt;br /&gt;
* distortion_nh.dds&lt;br /&gt;
* dm_arm_nuda_0d.dds&lt;br /&gt;
* dm_arm_nuda_0n.dds&lt;br /&gt;
* dm_arm_nuda_0s.dds&lt;br /&gt;
* dm_arm_nuda_0t.dds&lt;br /&gt;
* dog_slaver.dds&lt;br /&gt;
* dot.dds&lt;br /&gt;
* dot_blur.dds&lt;br /&gt;
* dot_blur_a.dds&lt;br /&gt;
* dots.dds&lt;br /&gt;
* dots_02.dds&lt;br /&gt;
* dpl_black.dds&lt;br /&gt;
* dpl_black32.dds&lt;br /&gt;
* ele.dds&lt;br /&gt;
* ele_f2.dds&lt;br /&gt;
* enemytrap_reticle.dds&lt;br /&gt;
* evilbas_n.dds&lt;br /&gt;
* explo_shot.dds&lt;br /&gt;
* explo_smoke_blend.dds&lt;br /&gt;
* explo01.dds&lt;br /&gt;
* fire.dds&lt;br /&gt;
* fire_ball.dds&lt;br /&gt;
* fire_ball_blue.dds&lt;br /&gt;
* fire_f.dds&lt;br /&gt;
* fire_u_02.dds&lt;br /&gt;
* fire_u_06.dds&lt;br /&gt;
* flame_alpha.dds&lt;br /&gt;
* flame04.dds&lt;br /&gt;
* flare02.dds&lt;br /&gt;
* flesh.dds&lt;br /&gt;
* flesh2.dds&lt;br /&gt;
* fly.dds&lt;br /&gt;
* fx_0006_diff.dds&lt;br /&gt;
* fx_0014_diff.dds&lt;br /&gt;
* fx_0033_diff.dds&lt;br /&gt;
* fx_0034_diff.dds&lt;br /&gt;
* fx_1014_diff.dds&lt;br /&gt;
* fx_1018_diff.dds&lt;br /&gt;
* fx_1018_diff_a.dds&lt;br /&gt;
* fx_2003_diff.dds&lt;br /&gt;
* fx_ab_01.dds&lt;br /&gt;
* fx_arrow.dds&lt;br /&gt;
* fx_black_blast.dds&lt;br /&gt;
* fx_black_line.dds&lt;br /&gt;
* fx_blizz_flake.dds&lt;br /&gt;
* fx_blizz_swirl.dds&lt;br /&gt;
* fx_blood01.dds&lt;br /&gt;
* fx_blue_line.dds&lt;br /&gt;
* fx_center_snow_large.dds&lt;br /&gt;
* fx_chest.dds&lt;br /&gt;
* fx_circle.dds&lt;br /&gt;
* fx_cloud.dds&lt;br /&gt;
* fx_cloud01.dds&lt;br /&gt;
* fx_cloudbrown.dds&lt;br /&gt;
* fx_crescent01.dds&lt;br /&gt;
* fx_crescent02.dds&lt;br /&gt;
* fx_d_blank.dds&lt;br /&gt;
* fx_d_noise01.dds&lt;br /&gt;
* fx_d_noise02.dds&lt;br /&gt;
* fx_d_noise03.dds&lt;br /&gt;
* fx_d_ring01.dds&lt;br /&gt;
* fx_d_ring01_m.dds&lt;br /&gt;
* fx_d_sphere.dds&lt;br /&gt;
* fx_d_sphere_m.dds&lt;br /&gt;
* fx_d_spherem.dds&lt;br /&gt;
* fx_d_twirl.dds&lt;br /&gt;
* fx_d_twirl_m.dds&lt;br /&gt;
* fx_darkbolt.dds&lt;br /&gt;
* fx_dazz_halo.dds&lt;br /&gt;
* fx_dirt_blast.dds&lt;br /&gt;
* fx_dirt_spec.dds&lt;br /&gt;
* fx_dot.dds&lt;br /&gt;
* fx_dot01.dds&lt;br /&gt;
* fx_dust.dds&lt;br /&gt;
* fx_dust_bl.dds&lt;br /&gt;
* fx_dust_bl_h.dds&lt;br /&gt;
* fx_dust_sms01.dds&lt;br /&gt;
* fx_dust007.dds&lt;br /&gt;
* fx_dust05.dds&lt;br /&gt;
* fx_dust05_a.dds&lt;br /&gt;
* fx_dust06.dds&lt;br /&gt;
* fx_dust07.dds&lt;br /&gt;
* fx_energy_blast.dds&lt;br /&gt;
* fx_energy01.dds&lt;br /&gt;
* fx_energy02.dds&lt;br /&gt;
* fx_energy03.dds&lt;br /&gt;
* fx_equake.dds&lt;br /&gt;
* fx_exp_fing_cloud.dds&lt;br /&gt;
* fx_explosion02_flip.dds&lt;br /&gt;
* fx_explosion02_flipb.dds&lt;br /&gt;
* fx_f1c1.dds&lt;br /&gt;
* fx_f2c5.dds&lt;br /&gt;
* fx_f3c3.dds&lt;br /&gt;
* fx_fade_flip_cloud.dds&lt;br /&gt;
* fx_fade_skybox.dds&lt;br /&gt;
* fx_fadecloud_trans.dds&lt;br /&gt;
* fx_fadecloudb.dds&lt;br /&gt;
* fx_fire01.dds&lt;br /&gt;
* fx_fireball01.dds&lt;br /&gt;
* fx_fireringfb.dds&lt;br /&gt;
* fx_firetorchfb.dds&lt;br /&gt;
* fx_firetwister.dds&lt;br /&gt;
* fx_firetwister1.dds&lt;br /&gt;
* fx_fl_smoke.dds&lt;br /&gt;
* fx_fl_smoke_blend.dds&lt;br /&gt;
* fx_flamefb01.dds&lt;br /&gt;
* fx_flamefb02.dds&lt;br /&gt;
* fx_flamefb03.dds&lt;br /&gt;
* fx_floor_tile.dds&lt;br /&gt;
* fx_glow01.dds&lt;br /&gt;
* fx_glow02.dds&lt;br /&gt;
* fx_glow02_a.dds&lt;br /&gt;
* fx_glow03.dds&lt;br /&gt;
* fx_glyph.dds&lt;br /&gt;
* fx_glyph_neutral.dds&lt;br /&gt;
* fx_glyph_paral.dds&lt;br /&gt;
* fx_glyph_repul.dds&lt;br /&gt;
* fx_glyph_warding.dds&lt;br /&gt;
* fx_grass.dds&lt;br /&gt;
* fx_grass_b.dds&lt;br /&gt;
* fx_grass_small.dds&lt;br /&gt;
* fx_greasepool.dds&lt;br /&gt;
* fx_ground_exp.dds&lt;br /&gt;
* fx_headsmoke.dds&lt;br /&gt;
* fx_icebling.dds&lt;br /&gt;
* fx_iceboof.dds&lt;br /&gt;
* fx_icecloud.dds&lt;br /&gt;
* fx_icecrystal.dds&lt;br /&gt;
* fx_icestormcloud.dds&lt;br /&gt;
* fx_impact01.dds&lt;br /&gt;
* fx_impact011.dds&lt;br /&gt;
* fx_impact012.dds&lt;br /&gt;
* fx_impact013.dds&lt;br /&gt;
* fx_impact02.dds&lt;br /&gt;
* fx_kungfu_dust.dds&lt;br /&gt;
* fx_lens_flare.dds&lt;br /&gt;
* fx_lightning03.dds&lt;br /&gt;
* fx_lightningbolt01.dds&lt;br /&gt;
* fx_lightningbolt02.dds&lt;br /&gt;
* fx_link.dds&lt;br /&gt;
* fx_lit_half.dds&lt;br /&gt;
* fx_lowerlag.dds&lt;br /&gt;
* fx_m1c4.dds&lt;br /&gt;
* fx_m2c2.dds&lt;br /&gt;
* fx_m3c6.dds&lt;br /&gt;
* fx_markofdeath.dds&lt;br /&gt;
* fx_mfx_ad_wing.dds&lt;br /&gt;
* fx_mfx_def.dds&lt;br /&gt;
* fx_mfx_dmg.dds&lt;br /&gt;
* fx_noise01.dds&lt;br /&gt;
* fx_noise02.dds&lt;br /&gt;
* fx_rain01.dds&lt;br /&gt;
* fx_ray_line.dds&lt;br /&gt;
* fx_ring01.dds&lt;br /&gt;
* fx_rock_chips.dds&lt;br /&gt;
* fx_sa_comb_60.dds&lt;br /&gt;
* fx_sa_comb_60_1.dds&lt;br /&gt;
* fx_sa_comb_60_2.dds&lt;br /&gt;
* fx_sa_comb_60_3.dds&lt;br /&gt;
* fx_sa_comb_60_4.dds&lt;br /&gt;
* fx_sa_comb_70_1.dds&lt;br /&gt;
* fx_sa_comb_70_2.dds&lt;br /&gt;
* fx_sa_comb_80.dds&lt;br /&gt;
* fx_sa_comb_80_1.dds&lt;br /&gt;
* fx_sa_comb_80_2.dds&lt;br /&gt;
* fx_sa_comb01.dds&lt;br /&gt;
* fx_sa_dead.dds&lt;br /&gt;
* fx_sa_grun01.dds&lt;br /&gt;
* fx_sa_grun02.dds&lt;br /&gt;
* fx_sa_grun03.dds&lt;br /&gt;
* fx_sa_hrun01.dds&lt;br /&gt;
* fx_sa_hrun02.dds&lt;br /&gt;
* fx_sa_hrun03.dds&lt;br /&gt;
* fx_sa_hurl_40.dds&lt;br /&gt;
* fx_sa_hurl_40b.dds&lt;br /&gt;
* fx_sa_hurl_60.dds&lt;br /&gt;
* fx_sa_hurl_80.dds&lt;br /&gt;
* fx_sa_ogre_60.dds&lt;br /&gt;
* fx_sa_run_hrl.dds&lt;br /&gt;
* fx_sa_run_hum.dds&lt;br /&gt;
* fx_sa_torches.dds&lt;br /&gt;
* fx_sb_tear.dds&lt;br /&gt;
* fx_smoke.dds&lt;br /&gt;
* fx_smoke_cig.dds&lt;br /&gt;
* fx_smoke_vol.dds&lt;br /&gt;
* fx_smokebillow_fb.dds&lt;br /&gt;
* fx_smokebillow01.dds&lt;br /&gt;
* fx_smokeghost_flipbook.dds&lt;br /&gt;
* fx_smokelink01.dds&lt;br /&gt;
* fx_smokenewss.dds&lt;br /&gt;
* fx_smoketemp.dds&lt;br /&gt;
* fx_smoketrail01.dds&lt;br /&gt;
* fx_snow_fall.dds&lt;br /&gt;
* fx_snow_wsip.dds&lt;br /&gt;
* fx_snowflake01.dds&lt;br /&gt;
* fx_snowparticals.dds&lt;br /&gt;
* fx_snowvolume.dds&lt;br /&gt;
* fx_st_cloud.dds&lt;br /&gt;
* fx_st_cloud_a.dds&lt;br /&gt;
* fx_st_cloud_add.dds&lt;br /&gt;
* fx_st_cloudb.dds&lt;br /&gt;
* fx_tendrils01.dds&lt;br /&gt;
* fx_tent_64frm.dds&lt;br /&gt;
* fx_tree.dds&lt;br /&gt;
* fx_twirl_air.dds&lt;br /&gt;
* fx_twirl01.dds&lt;br /&gt;
* fx_twist.dds&lt;br /&gt;
* fx_upperlag.dds&lt;br /&gt;
* fx_vert_grad.dds&lt;br /&gt;
* fx_vol_light.dds&lt;br /&gt;
* fx_waterpour01.dds&lt;br /&gt;
* fx_web01.dds&lt;br /&gt;
* fx_whirlwind.dds&lt;br /&gt;
* fx_white.dds&lt;br /&gt;
* fx_woodgrain.dds&lt;br /&gt;
* fx_z.dds&lt;br /&gt;
* fxa_cen_aoe.dds&lt;br /&gt;
* fxa_cen_exo_smoke_blend.dds&lt;br /&gt;
* fxa_cen_light_sp.dds&lt;br /&gt;
* fxa_cen_red_c.dds&lt;br /&gt;
* fxa_cen_smoke.dds&lt;br /&gt;
* fxa_cen_smoke_add.dds&lt;br /&gt;
* fxa_cen_smoke_add_nrm.dds&lt;br /&gt;
* fxa_cen_snow.dds&lt;br /&gt;
* fxa_cen_splash.dds&lt;br /&gt;
* fxa_cen_volt.dds&lt;br /&gt;
* fxa_cen_volt2.dds&lt;br /&gt;
* fxa_cen_volt3.dds&lt;br /&gt;
* fxa_circle_dis_h.dds&lt;br /&gt;
* fxa_circle_dis_n.dds&lt;br /&gt;
* fxa_evl_smoke.dds&lt;br /&gt;
* fxa_lf_flower.dds&lt;br /&gt;
* fxa_pois_calt.dds&lt;br /&gt;
* fxa_pois_spin.dds&lt;br /&gt;
* fxa_pois_split.dds&lt;br /&gt;
* fxa_pois_split_blur.dds&lt;br /&gt;
* fxa_power_dirty.dds&lt;br /&gt;
* fxa_power_smoke.dds&lt;br /&gt;
* fxa_rocka.dds&lt;br /&gt;
* fxa_shield_spk.dds&lt;br /&gt;
* fxa_stun_spk.dds&lt;br /&gt;
* fxa_unholy_beams.dds&lt;br /&gt;
* fxa_unholy_bt.dds&lt;br /&gt;
* fxa_unholy_center.dds&lt;br /&gt;
* fxa_unholy_distortion.dds&lt;br /&gt;
* fxa_unholy_dusts.dds&lt;br /&gt;
* fxa_unholy_sharp.dds&lt;br /&gt;
* fxa_web_flare.dds&lt;br /&gt;
* fxc_lof_root.dds&lt;br /&gt;
* fxc_puke_ani.dds&lt;br /&gt;
* fxc_puke_blend.dds&lt;br /&gt;
* fxc_puke_hei.dds&lt;br /&gt;
* fxc_puke_shine.dds&lt;br /&gt;
* fxc_puke_sp.dds&lt;br /&gt;
* fxc_puke_sp_nrm.dds&lt;br /&gt;
* fxc_puke_sp_white.dds&lt;br /&gt;
* fxc_puke_vol.dds&lt;br /&gt;
* fxc_spider_web.dds&lt;br /&gt;
* fxc_water_drop.dds&lt;br /&gt;
* fxe_caustics_dif.dds&lt;br /&gt;
* fxe_cracked_nm.dds&lt;br /&gt;
* fxe_craked_glass.dds&lt;br /&gt;
* fxe_craked_glass_add.dds&lt;br /&gt;
* fxe_day_beams.dds&lt;br /&gt;
* fxe_day_beams_blured.dds&lt;br /&gt;
* fxe_day_beams_orz.dds&lt;br /&gt;
* fxe_dust_sunshine.dds&lt;br /&gt;
* fxe_fluff.dds&lt;br /&gt;
* fxe_fswater_ripple.dds&lt;br /&gt;
* fxe_ice_distor_dm.dds&lt;br /&gt;
* fxe_ice_distor_hm.dds&lt;br /&gt;
* fxe_ice_distor_nm.dds&lt;br /&gt;
* fxe_lava_explo.dds&lt;br /&gt;
* fxe_lava_spark.dds&lt;br /&gt;
* fxe_lava_stones.dds&lt;br /&gt;
* fxe_rippleout.dds&lt;br /&gt;
* fxe_shadow.dds&lt;br /&gt;
* fxe_snow_tiny.dds&lt;br /&gt;
* fxe_sunshine.dds&lt;br /&gt;
* fxe_tree_beam.dds&lt;br /&gt;
* fxe_water_color.dds&lt;br /&gt;
* fxe_water_disn.dds&lt;br /&gt;
* fxe_water_disnh.dds&lt;br /&gt;
* fxe_water_fall.dds&lt;br /&gt;
* fxe_water_form.dds&lt;br /&gt;
* fxe_water_pan_add.dds&lt;br /&gt;
* fxe_water_pan2.dds&lt;br /&gt;
* fxe_water_smoke2_add.dds&lt;br /&gt;
* fxe_water_smoke2_blend.dds&lt;br /&gt;
* fxe_water_smokes_add.dds&lt;br /&gt;
* fxe_water_sp.dds&lt;br /&gt;
* fxe_water_tiny.dds&lt;br /&gt;
* fxe_water_v_sp.dds&lt;br /&gt;
* fxe_waterblend.dds&lt;br /&gt;
* fxp_pillar_sym01.dds&lt;br /&gt;
* fxp_pillar_sym02.dds&lt;br /&gt;
* fxp_pillar_sym03.dds&lt;br /&gt;
* fxp_pillar_sym04.dds&lt;br /&gt;
* fxp_pillar_sym05.dds&lt;br /&gt;
* glow.dds&lt;br /&gt;
* glow4.dds&lt;br /&gt;
* glow4_a.dds&lt;br /&gt;
* glows.dds&lt;br /&gt;
* gore_default.dds&lt;br /&gt;
* hdistortion.dds&lt;br /&gt;
* head_flip_rev.dds&lt;br /&gt;
* head_flipv2.dds&lt;br /&gt;
* headgrab_flip.dds&lt;br /&gt;
* heallight3.dds&lt;br /&gt;
* hf_arm_nuda_0d.dds&lt;br /&gt;
* hf_arm_nuda_0n.dds&lt;br /&gt;
* hf_arm_nuda_0s.dds&lt;br /&gt;
* hf_arm_nuda_0t.dds&lt;br /&gt;
* hm_arm_nuda_0d.dds&lt;br /&gt;
* hm_arm_nuda_0n.dds&lt;br /&gt;
* hm_arm_nuda_0s.dds&lt;br /&gt;
* hm_arm_nuda_0t.dds&lt;br /&gt;
* hm_bak_lgtb_0d.dds&lt;br /&gt;
* hm_bak_lgtb_0n.dds&lt;br /&gt;
* hm_bak_lgtb_0s.dds&lt;br /&gt;
* hm_bak_lgtb_0t.dds&lt;br /&gt;
* hm_baked_0d.dds&lt;br /&gt;
* hm_baked_0n.dds&lt;br /&gt;
* hm_baked_0s.dds&lt;br /&gt;
* hm_hlf_meda_0d.dds&lt;br /&gt;
* hm_hlf_meda_0n.dds&lt;br /&gt;
* hm_hlf_meda_0s.dds&lt;br /&gt;
* hm_hlf_meda_0t.dds&lt;br /&gt;
* hro_anvil_crust01d.dds&lt;br /&gt;
* hro_anvil_lava01a.dds&lt;br /&gt;
* ice_crust.dds&lt;br /&gt;
* ice_shard.dds&lt;br /&gt;
* ice_shard_body.dds&lt;br /&gt;
* icicle01.dds&lt;br /&gt;
* lav_crust01a.dds&lt;br /&gt;
* lav_crust01d.dds&lt;br /&gt;
* lav_crust02d.dds&lt;br /&gt;
* lav_river00a.dds&lt;br /&gt;
* lav_river01a.dds&lt;br /&gt;
* lav_river03a.dds&lt;br /&gt;
* lava_alpha.dds&lt;br /&gt;
* lava_color.dds&lt;br /&gt;
* leave_001.dds&lt;br /&gt;
* leave_01.dds&lt;br /&gt;
* leave_03.dds&lt;br /&gt;
* leave_05.dds&lt;br /&gt;
* leave_06.dds&lt;br /&gt;
* leave_07.dds&lt;br /&gt;
* leave_f.dds&lt;br /&gt;
* lfx_glow01.dds&lt;br /&gt;
* lfx_noise2.dds&lt;br /&gt;
* lfx_temp01.dds&lt;br /&gt;
* lig3.dds&lt;br /&gt;
* lightni_5.dds&lt;br /&gt;
* lightning.dds&lt;br /&gt;
* lightning_bolt3.dds&lt;br /&gt;
* lightning_f.dds&lt;br /&gt;
* lightning_stone.dds&lt;br /&gt;
* lightning_stone_2.dds&lt;br /&gt;
* magma.dds&lt;br /&gt;
* matdef_dc_diffuse.dds&lt;br /&gt;
* matdef_dc_normal.dds&lt;br /&gt;
* matdef_dc_specular.dds&lt;br /&gt;
* matdef_dca_diffuse.dds&lt;br /&gt;
* matdef_dcb_diffuse.dds&lt;br /&gt;
* matdef_dcc_diffuse.dds&lt;br /&gt;
* matdef_dcd_diffuse.dds&lt;br /&gt;
* matdef_df_diffuse.dds&lt;br /&gt;
* matdef_df_normal.dds&lt;br /&gt;
* matdef_df_specular.dds&lt;br /&gt;
* matdef_dh_diffuse.dds&lt;br /&gt;
* matdef_dh_specshft.dds&lt;br /&gt;
* matdef_dw_diffuse.dds&lt;br /&gt;
* matdef_dw_normal.dds&lt;br /&gt;
* matdef_dw_specular.dds&lt;br /&gt;
* mnd_cycle_f2.dds&lt;br /&gt;
* mnd_cycle_f3.dds&lt;br /&gt;
* mud_cl.dds&lt;br /&gt;
* mud_f.dds&lt;br /&gt;
* mud_f_w.dds&lt;br /&gt;
* mud_sh.dds&lt;br /&gt;
* normals_streak.dds&lt;br /&gt;
* normals_streak_alpha.dds&lt;br /&gt;
* og_flsh_01.dds&lt;br /&gt;
* og_flsh_02.dds&lt;br /&gt;
* og_flsh_03.dds&lt;br /&gt;
* og_flsh_04.dds&lt;br /&gt;
* ogre_sl_01.1.dds&lt;br /&gt;
* ogre_sl_01.dds&lt;br /&gt;
* ogre_sl_02.2.dds&lt;br /&gt;
* ogre_sl_02.3.dds&lt;br /&gt;
* ogre_sl_02.dds&lt;br /&gt;
* ogre_sl_03.dds&lt;br /&gt;
* ogre_sl_04.dds&lt;br /&gt;
* ogre_sl_06.dds&lt;br /&gt;
* ogre_sl_06_sq.dds&lt;br /&gt;
* oil_256.dds&lt;br /&gt;
* oil_dot_2.dds&lt;br /&gt;
* oil_f2.dds&lt;br /&gt;
* oil_loop.dds&lt;br /&gt;
* oil_si.dds&lt;br /&gt;
* pf_arm_hvya_0d.dds&lt;br /&gt;
* pf_arm_hvya_0n.dds&lt;br /&gt;
* pf_arm_hvya_0s.dds&lt;br /&gt;
* pf_arm_hvya_0t.dds&lt;br /&gt;
* pf_arm_hvyb_0d.dds&lt;br /&gt;
* pf_arm_hvyb_0n.dds&lt;br /&gt;
* pf_arm_hvyb_0s.dds&lt;br /&gt;
* pf_arm_hvyb_0t.dds&lt;br /&gt;
* pf_arm_hvyc_0d.dds&lt;br /&gt;
* pf_arm_hvyc_0n.dds&lt;br /&gt;
* pf_arm_hvyc_0s.dds&lt;br /&gt;
* pf_arm_hvyc_0t.dds&lt;br /&gt;
* pf_arm_hvyd_0d.dds&lt;br /&gt;
* pf_arm_hvyd_0n.dds&lt;br /&gt;
* pf_arm_hvyd_0s.dds&lt;br /&gt;
* pf_arm_hvyd_0t.dds&lt;br /&gt;
* pf_arm_hvye_0d.dds&lt;br /&gt;
* pf_arm_hvye_0n.dds&lt;br /&gt;
* pf_arm_hvye_0s.dds&lt;br /&gt;
* pf_arm_lgta_0d.dds&lt;br /&gt;
* pf_arm_lgta_0n.dds&lt;br /&gt;
* pf_arm_lgta_0s.dds&lt;br /&gt;
* pf_arm_lgta_0t.dds&lt;br /&gt;
* pf_arm_lgtb_0d.dds&lt;br /&gt;
* pf_arm_lgtb_0n.dds&lt;br /&gt;
* pf_arm_lgtb_0s.dds&lt;br /&gt;
* pf_arm_lgtb_0t.dds&lt;br /&gt;
* pf_arm_lgtc_0d.dds&lt;br /&gt;
* pf_arm_lgtc_0n.dds&lt;br /&gt;
* pf_arm_lgtc_0s.dds&lt;br /&gt;
* pf_arm_lgtc_0t.dds&lt;br /&gt;
* pf_arm_lgtd_0d.dds&lt;br /&gt;
* pf_arm_lgtd_0n.dds&lt;br /&gt;
* pf_arm_lgtd_0s.dds&lt;br /&gt;
* pf_arm_lgtd_0t.dds&lt;br /&gt;
* pf_arm_meda_0d.dds&lt;br /&gt;
* pf_arm_meda_0n.dds&lt;br /&gt;
* pf_arm_meda_0s.dds&lt;br /&gt;
* pf_arm_meda_0t.dds&lt;br /&gt;
* pf_arm_medb_0d.dds&lt;br /&gt;
* pf_arm_medb_0n.dds&lt;br /&gt;
* pf_arm_medb_0s.dds&lt;br /&gt;
* pf_arm_medb_0t.dds&lt;br /&gt;
* pf_arm_medc_0d.dds&lt;br /&gt;
* pf_arm_medc_0n.dds&lt;br /&gt;
* pf_arm_medc_0s.dds&lt;br /&gt;
* pf_arm_medc_0t.dds&lt;br /&gt;
* pf_arm_medd_0d.dds&lt;br /&gt;
* pf_arm_medd_0n.dds&lt;br /&gt;
* pf_arm_medd_0s.dds&lt;br /&gt;
* pf_arm_medd_0t.dds&lt;br /&gt;
* pf_chd_grla_0d.dds&lt;br /&gt;
* pf_chd_grla_0n.dds&lt;br /&gt;
* pf_chd_grla_0s.dds&lt;br /&gt;
* pf_chd_grla_0t.dds&lt;br /&gt;
* pf_cth_coma_0d.dds&lt;br /&gt;
* pf_cth_coma_0n.dds&lt;br /&gt;
* pf_cth_coma_0s.dds&lt;br /&gt;
* pf_cth_coma_0t.dds&lt;br /&gt;
* pf_cth_comb_0d.dds&lt;br /&gt;
* pf_cth_comb_0n.dds&lt;br /&gt;
* pf_cth_comb_0s.dds&lt;br /&gt;
* pf_cth_comb_0t.dds&lt;br /&gt;
* pf_cth_comc_0d.dds&lt;br /&gt;
* pf_cth_comc_0n.dds&lt;br /&gt;
* pf_cth_comc_0s.dds&lt;br /&gt;
* pf_cth_comc_0t.dds&lt;br /&gt;
* pf_cth_comd_0d.dds&lt;br /&gt;
* pf_cth_comd_0n.dds&lt;br /&gt;
* pf_cth_comd_0s.dds&lt;br /&gt;
* pf_cth_comd_0t.dds&lt;br /&gt;
* pf_cth_come_0d.dds&lt;br /&gt;
* pf_cth_come_0n.dds&lt;br /&gt;
* pf_cth_come_0s.dds&lt;br /&gt;
* pf_cth_come_0t.dds&lt;br /&gt;
* pf_cth_comf_0d.dds&lt;br /&gt;
* pf_cth_comf_0n.dds&lt;br /&gt;
* pf_cth_comf_0s.dds&lt;br /&gt;
* pf_cth_comf_0t.dds&lt;br /&gt;
* pf_cth_comg_0d.dds&lt;br /&gt;
* pf_cth_comg_0n.dds&lt;br /&gt;
* pf_cth_comg_0s.dds&lt;br /&gt;
* pf_cth_comg_0t.dds&lt;br /&gt;
* pf_cth_comh_0d.dds&lt;br /&gt;
* pf_cth_comh_0n.dds&lt;br /&gt;
* pf_cth_comh_0s.dds&lt;br /&gt;
* pf_cth_comh_0t.dds&lt;br /&gt;
* pf_cth_comi_0d.dds&lt;br /&gt;
* pf_cth_comi_0n.dds&lt;br /&gt;
* pf_cth_comi_0s.dds&lt;br /&gt;
* pf_cth_comi_0t.dds&lt;br /&gt;
* pf_cth_comj_0d.dds&lt;br /&gt;
* pf_cth_comj_0n.dds&lt;br /&gt;
* pf_cth_comj_0s.dds&lt;br /&gt;
* pf_cth_comj_0t.dds&lt;br /&gt;
* pf_cth_comk_0d.dds&lt;br /&gt;
* pf_cth_comk_0n.dds&lt;br /&gt;
* pf_cth_comk_0s.dds&lt;br /&gt;
* pf_cth_comk_0t.dds&lt;br /&gt;
* pf_cth_fata_0d.dds&lt;br /&gt;
* pf_cth_fata_0n.dds&lt;br /&gt;
* pf_cth_fata_0s.dds&lt;br /&gt;
* pf_cth_fata_0t.dds&lt;br /&gt;
* pf_cth_nbla_0d.dds&lt;br /&gt;
* pf_cth_nbla_0n.dds&lt;br /&gt;
* pf_cth_nbla_0s.dds&lt;br /&gt;
* pf_cth_nbla_0t.dds&lt;br /&gt;
* pf_cth_nblb_0d.dds&lt;br /&gt;
* pf_cth_nblb_0n.dds&lt;br /&gt;
* pf_cth_nblb_0s.dds&lt;br /&gt;
* pf_cth_nblb_0t.dds&lt;br /&gt;
* pf_cth_nblc_0d.dds&lt;br /&gt;
* pf_cth_nblc_0n.dds&lt;br /&gt;
* pf_cth_nblc_0s.dds&lt;br /&gt;
* pf_cth_nblc_0t.dds&lt;br /&gt;
* pf_cth_nbld_0d.dds&lt;br /&gt;
* pf_cth_nbld_0n.dds&lt;br /&gt;
* pf_cth_nbld_0s.dds&lt;br /&gt;
* pf_cth_nbld_0t.dds&lt;br /&gt;
* pf_cth_nble_0d.dds&lt;br /&gt;
* pf_cth_nble_0n.dds&lt;br /&gt;
* pf_cth_nble_0s.dds&lt;br /&gt;
* pf_cth_nble_0t.dds&lt;br /&gt;
* pf_rob_appa_0d.dds&lt;br /&gt;
* pf_rob_appa_0n.dds&lt;br /&gt;
* pf_rob_appa_0s.dds&lt;br /&gt;
* pf_rob_appa_0t.dds&lt;br /&gt;
* pf_rob_appb_0d.dds&lt;br /&gt;
* pf_rob_appb_0n.dds&lt;br /&gt;
* pf_rob_appb_0s.dds&lt;br /&gt;
* pf_rob_appb_0t.dds&lt;br /&gt;
* pf_rob_chaa_0d.dds&lt;br /&gt;
* pf_rob_chaa_0n.dds&lt;br /&gt;
* pf_rob_chaa_0s.dds&lt;br /&gt;
* pf_rob_chaa_0t.dds&lt;br /&gt;
* pf_rob_chab_0d.dds&lt;br /&gt;
* pf_rob_chab_0n.dds&lt;br /&gt;
* pf_rob_chab_0s.dds&lt;br /&gt;
* pf_rob_chab_0t.dds&lt;br /&gt;
* pf_rob_enca_0d.dds&lt;br /&gt;
* pf_rob_enca_0n.dds&lt;br /&gt;
* pf_rob_enca_0s.dds&lt;br /&gt;
* pf_rob_enca_0t.dds&lt;br /&gt;
* pf_rob_encb_0d.dds&lt;br /&gt;
* pf_rob_encb_0n.dds&lt;br /&gt;
* pf_rob_encb_0s.dds&lt;br /&gt;
* pf_rob_encb_0t.dds&lt;br /&gt;
* pf_rob_mora_0d.dds&lt;br /&gt;
* pf_rob_mora_0n.dds&lt;br /&gt;
* pf_rob_mora_0s.dds&lt;br /&gt;
* pf_rob_mora_0t.dds&lt;br /&gt;
* pla_s.dds&lt;br /&gt;
* plasma.dds&lt;br /&gt;
* pls_hilight.dds&lt;br /&gt;
* pm_arm_hvya_0d.dds&lt;br /&gt;
* pm_arm_hvya_0n.dds&lt;br /&gt;
* pm_arm_hvya_0s.dds&lt;br /&gt;
* pm_arm_hvya_0t.dds&lt;br /&gt;
* pm_arm_hvyb_0d.dds&lt;br /&gt;
* pm_arm_hvyb_0n.dds&lt;br /&gt;
* pm_arm_hvyb_0s.dds&lt;br /&gt;
* pm_arm_hvyb_0t.dds&lt;br /&gt;
* pm_arm_hvyc_0d.dds&lt;br /&gt;
* pm_arm_hvyc_0n.dds&lt;br /&gt;
* pm_arm_hvyc_0s.dds&lt;br /&gt;
* pm_arm_hvyc_0t.dds&lt;br /&gt;
* pm_arm_hvyd_0d.dds&lt;br /&gt;
* pm_arm_hvyd_0n.dds&lt;br /&gt;
* pm_arm_hvyd_0s.dds&lt;br /&gt;
* pm_arm_hvyd_0t.dds&lt;br /&gt;
* pm_arm_hvye_0d.dds&lt;br /&gt;
* pm_arm_hvye_0n.dds&lt;br /&gt;
* pm_arm_hvye_0s.dds&lt;br /&gt;
* pm_arm_lgta_0d.dds&lt;br /&gt;
* pm_arm_lgta_0n.dds&lt;br /&gt;
* pm_arm_lgta_0s.dds&lt;br /&gt;
* pm_arm_lgta_0t.dds&lt;br /&gt;
* pm_arm_lgtb_0d.dds&lt;br /&gt;
* pm_arm_lgtb_0n.dds&lt;br /&gt;
* pm_arm_lgtb_0s.dds&lt;br /&gt;
* pm_arm_lgtb_0t.dds&lt;br /&gt;
* pm_arm_lgtc_0d.dds&lt;br /&gt;
* pm_arm_lgtc_0n.dds&lt;br /&gt;
* pm_arm_lgtc_0s.dds&lt;br /&gt;
* pm_arm_lgtc_0t.dds&lt;br /&gt;
* pm_arm_lgtd_0d.dds&lt;br /&gt;
* pm_arm_lgtd_0n.dds&lt;br /&gt;
* pm_arm_lgtd_0s.dds&lt;br /&gt;
* pm_arm_lgtd_0t.dds&lt;br /&gt;
* pm_arm_meda_0d.dds&lt;br /&gt;
* pm_arm_meda_0n.dds&lt;br /&gt;
* pm_arm_meda_0s.dds&lt;br /&gt;
* pm_arm_meda_0t.dds&lt;br /&gt;
* pm_arm_medb_0d.dds&lt;br /&gt;
* pm_arm_medb_0n.dds&lt;br /&gt;
* pm_arm_medb_0s.dds&lt;br /&gt;
* pm_arm_medb_0t.dds&lt;br /&gt;
* pm_arm_medc_0d.dds&lt;br /&gt;
* pm_arm_medc_0n.dds&lt;br /&gt;
* pm_arm_medc_0s.dds&lt;br /&gt;
* pm_arm_medc_0t.dds&lt;br /&gt;
* pm_arm_medd_0d.dds&lt;br /&gt;
* pm_arm_medd_0n.dds&lt;br /&gt;
* pm_arm_medd_0s.dds&lt;br /&gt;
* pm_arm_medd_0t.dds&lt;br /&gt;
* pm_bdy_duna_0d.dds&lt;br /&gt;
* pm_bdy_duna_0n.dds&lt;br /&gt;
* pm_bdy_duna_0s.dds&lt;br /&gt;
* pm_chd_boya_0d.dds&lt;br /&gt;
* pm_chd_boya_0n.dds&lt;br /&gt;
* pm_chd_boya_0s.dds&lt;br /&gt;
* pm_chd_boya_0t.dds&lt;br /&gt;
* pm_cth_coma_0d.dds&lt;br /&gt;
* pm_cth_coma_0n.dds&lt;br /&gt;
* pm_cth_coma_0s.dds&lt;br /&gt;
* pm_cth_coma_0t.dds&lt;br /&gt;
* pm_cth_comb_0d.dds&lt;br /&gt;
* pm_cth_comb_0n.dds&lt;br /&gt;
* pm_cth_comb_0s.dds&lt;br /&gt;
* pm_cth_comb_0t.dds&lt;br /&gt;
* pm_cth_comc_0d.dds&lt;br /&gt;
* pm_cth_comc_0n.dds&lt;br /&gt;
* pm_cth_comc_0s.dds&lt;br /&gt;
* pm_cth_comc_0t.dds&lt;br /&gt;
* pm_cth_comd_0d.dds&lt;br /&gt;
* pm_cth_comd_0n.dds&lt;br /&gt;
* pm_cth_comd_0s.dds&lt;br /&gt;
* pm_cth_comd_0t.dds&lt;br /&gt;
* pm_cth_come_0d.dds&lt;br /&gt;
* pm_cth_come_0n.dds&lt;br /&gt;
* pm_cth_come_0s.dds&lt;br /&gt;
* pm_cth_come_0t.dds&lt;br /&gt;
* pm_cth_comf_0d.dds&lt;br /&gt;
* pm_cth_comf_0n.dds&lt;br /&gt;
* pm_cth_comf_0s.dds&lt;br /&gt;
* pm_cth_comf_0t.dds&lt;br /&gt;
* pm_cth_comg_0d.dds&lt;br /&gt;
* pm_cth_comg_0n.dds&lt;br /&gt;
* pm_cth_comg_0s.dds&lt;br /&gt;
* pm_cth_comg_0t.dds&lt;br /&gt;
* pm_cth_comh_0d.dds&lt;br /&gt;
* pm_cth_comh_0n.dds&lt;br /&gt;
* pm_cth_comh_0s.dds&lt;br /&gt;
* pm_cth_comh_0t.dds&lt;br /&gt;
* pm_cth_comi_0d.dds&lt;br /&gt;
* pm_cth_comi_0n.dds&lt;br /&gt;
* pm_cth_comi_0s.dds&lt;br /&gt;
* pm_cth_comi_0t.dds&lt;br /&gt;
* pm_cth_comj_0d.dds&lt;br /&gt;
* pm_cth_comj_0n.dds&lt;br /&gt;
* pm_cth_comj_0s.dds&lt;br /&gt;
* pm_cth_comj_0t.dds&lt;br /&gt;
* pm_cth_comk_0d.dds&lt;br /&gt;
* pm_cth_comk_0n.dds&lt;br /&gt;
* pm_cth_comk_0s.dds&lt;br /&gt;
* pm_cth_comk_0t.dds&lt;br /&gt;
* pm_cth_fata_0d.dds&lt;br /&gt;
* pm_cth_fata_0n.dds&lt;br /&gt;
* pm_cth_fata_0s.dds&lt;br /&gt;
* pm_cth_fata_0t.dds&lt;br /&gt;
* pm_cth_nbla_0d.dds&lt;br /&gt;
* pm_cth_nbla_0n.dds&lt;br /&gt;
* pm_cth_nbla_0s.dds&lt;br /&gt;
* pm_cth_nbla_0t.dds&lt;br /&gt;
* pm_cth_nblb_0d.dds&lt;br /&gt;
* pm_cth_nblb_0n.dds&lt;br /&gt;
* pm_cth_nblb_0s.dds&lt;br /&gt;
* pm_cth_nblb_0t.dds&lt;br /&gt;
* pm_cth_nblc_0d.dds&lt;br /&gt;
* pm_cth_nblc_0n.dds&lt;br /&gt;
* pm_cth_nblc_0s.dds&lt;br /&gt;
* pm_cth_nblc_0t.dds&lt;br /&gt;
* pm_cth_nbld_0d.dds&lt;br /&gt;
* pm_cth_nbld_0n.dds&lt;br /&gt;
* pm_cth_nbld_0s.dds&lt;br /&gt;
* pm_cth_nbld_0t.dds&lt;br /&gt;
* pm_cth_nble_0d.dds&lt;br /&gt;
* pm_cth_nble_0n.dds&lt;br /&gt;
* pm_cth_nble_0s.dds&lt;br /&gt;
* pm_cth_nble_0t.dds&lt;br /&gt;
* pm_rob_appa_0d.dds&lt;br /&gt;
* pm_rob_appa_0n.dds&lt;br /&gt;
* pm_rob_appa_0s.dds&lt;br /&gt;
* pm_rob_appa_0t.dds&lt;br /&gt;
* pm_rob_appb_0d.dds&lt;br /&gt;
* pm_rob_appb_0n.dds&lt;br /&gt;
* pm_rob_appb_0s.dds&lt;br /&gt;
* pm_rob_appb_0t.dds&lt;br /&gt;
* pm_rob_chaa_0d.dds&lt;br /&gt;
* pm_rob_chaa_0n.dds&lt;br /&gt;
* pm_rob_chaa_0s.dds&lt;br /&gt;
* pm_rob_chaa_0t.dds&lt;br /&gt;
* pm_rob_chab_0d.dds&lt;br /&gt;
* pm_rob_chab_0n.dds&lt;br /&gt;
* pm_rob_enca_0d.dds&lt;br /&gt;
* pm_rob_enca_0n.dds&lt;br /&gt;
* pm_rob_enca_0s.dds&lt;br /&gt;
* pm_rob_enca_0t.dds&lt;br /&gt;
* pm_rob_encb_0d.dds&lt;br /&gt;
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* pm_rob_encb_0s.dds&lt;br /&gt;
* pm_rob_encb_0t.dds&lt;br /&gt;
* pn_arm_dwpa_0d.dds&lt;br /&gt;
* pn_arm_dwpa_0n.dds&lt;br /&gt;
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* pn_arm_dwpb_0s.dds&lt;br /&gt;
* pn_arm_masa_0d.dds&lt;br /&gt;
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* pn_arm_masa_0s.dds&lt;br /&gt;
* pn_arm_masa_0t.dds&lt;br /&gt;
* pn_arm_masb_0d.dds&lt;br /&gt;
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* pn_arm_masb_0s.dds&lt;br /&gt;
* pn_arm_masb_0t.dds&lt;br /&gt;
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* pn_arm_masc_0s.dds&lt;br /&gt;
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* pn_arm_mase_0s.dds&lt;br /&gt;
* pn_arm_mase_0t.dds&lt;br /&gt;
* pn_boo_dwpa_0d.dds&lt;br /&gt;
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* pn_boo_dwpb_0n.dds&lt;br /&gt;
* pn_boo_dwpb_0s.dds&lt;br /&gt;
* pn_boo_hvya_0d.dds&lt;br /&gt;
* pn_boo_hvya_0n.dds&lt;br /&gt;
* pn_boo_hvya_0s.dds&lt;br /&gt;
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* pn_boo_lgtc_0d.dds&lt;br /&gt;
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* pn_boo_masa_0d.dds&lt;br /&gt;
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* pn_boo_masa_0t.dds&lt;br /&gt;
* pn_boo_masb_0d.dds&lt;br /&gt;
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* pn_boo_masb_0t.dds&lt;br /&gt;
* pn_boo_masc_0d.dds&lt;br /&gt;
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* pn_boo_meda_0d.dds&lt;br /&gt;
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* pn_boo_medc_0d.dds&lt;br /&gt;
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* pn_eye_drka_0d.dds&lt;br /&gt;
* pn_eye_drka_0t.dds&lt;br /&gt;
* pn_eye_dsda_0d.dds&lt;br /&gt;
* pn_eye_dsea_0d.dds&lt;br /&gt;
* pn_eye_mora_0d.dds&lt;br /&gt;
* pn_eye_nrma_0d.dds&lt;br /&gt;
* pn_eye_nrma_0t.dds&lt;br /&gt;
* pn_eye_nrmi_0n.dds&lt;br /&gt;
* pn_eye_nrmo_0n.dds&lt;br /&gt;
* pn_eye_quna_0d.dds&lt;br /&gt;
* pn_eye_stna_0d.dds&lt;br /&gt;
* pn_glv_dwpa_0d.dds&lt;br /&gt;
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* pn_glv_dwpb_0s.dds&lt;br /&gt;
* pn_glv_hvya_0d.dds&lt;br /&gt;
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* pn_glv_hvyb_0d.dds&lt;br /&gt;
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* pn_glv_hvyc_0d.dds&lt;br /&gt;
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* pn_hlh_crn_0d.dds&lt;br /&gt;
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* r_u_c.dds&lt;br /&gt;
* rage_tend_flip6x6.dds&lt;br /&gt;
* ring2.dds&lt;br /&gt;
* rip_flip.dds&lt;br /&gt;
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* rock.dds&lt;br /&gt;
* rock_01.dds&lt;br /&gt;
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* rock_03.dds&lt;br /&gt;
* rock_aa.dds&lt;br /&gt;
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* rock_h_f.dds&lt;br /&gt;
* rock_re_up.dds&lt;br /&gt;
* rock_ref.dds&lt;br /&gt;
* rock_small.dds&lt;br /&gt;
* s_ballista_01.dds&lt;br /&gt;
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* s_ballista_03.dds&lt;br /&gt;
* s_ballista_04.dds&lt;br /&gt;
* s_ballista_05.dds&lt;br /&gt;
* s_ballista_06.dds&lt;br /&gt;
* s_smoke_01.dds&lt;br /&gt;
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* s_stand_01.dds&lt;br /&gt;
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* sb_fade_clouda.dds&lt;br /&gt;
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* sb_noise.dds&lt;br /&gt;
* seagull_f.dds&lt;br /&gt;
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* sheild.dds&lt;br /&gt;
* shock_projectile_f.dds&lt;br /&gt;
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* single_star.dds&lt;br /&gt;
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* smoke_ciga_f.dds&lt;br /&gt;
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* testhurlock.dds&lt;br /&gt;
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* vfx_bugs_flies01.dds&lt;br /&gt;
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* vfx_cloud_dark3.dds&lt;br /&gt;
* vfx_crack01.dds&lt;br /&gt;
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* vfx_lightnig_dot_ani.dds&lt;br /&gt;
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* z_cloud.dds&lt;br /&gt;
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* z_cloud03.1.dds&lt;br /&gt;
* z_cloud03.2.dds&lt;br /&gt;
* z_cloud03.dds&lt;br /&gt;
* z_cloud031.dds&lt;br /&gt;
* z_dust_little.dds&lt;br /&gt;
* z_dust2.dds&lt;br /&gt;
* z_dust2_b.dds&lt;br /&gt;
* z_dust3.dds&lt;br /&gt;
* z_dust4.dds&lt;br /&gt;
* z_dust5.dds&lt;br /&gt;
* z_dust8.dds&lt;br /&gt;
* z_dust8_si.dds&lt;br /&gt;
* z_dust8_si3.dds&lt;br /&gt;
* z_dust8_white.dds&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
&lt;br /&gt;
* atl_chanters_dxt5_00.dds&lt;br /&gt;
* atl_chargen_dxt1_00.dds&lt;br /&gt;
* atl_chargen_dxt5_00.dds&lt;br /&gt;
* atl_credits_dxt5_00.dds&lt;br /&gt;
* atl_credits_dxt5_01.dds&lt;br /&gt;
* atl_credits_dxt5_02.dds&lt;br /&gt;
* atl_credits_dxt5_03.dds&lt;br /&gt;
* atl_deathscree_dxt1_00.dds&lt;br /&gt;
* atl_deathscree_dxt5_00.dds&lt;br /&gt;
* atl_debug_dxt5_00.dds&lt;br /&gt;
* atl_fademap_dxt1_00.dds&lt;br /&gt;
* atl_fademap_dxt1_01.dds&lt;br /&gt;
* atl_fademap_dxt5_00.dds&lt;br /&gt;
* atl_fademap_dxt5_01.dds&lt;br /&gt;
* atl_guicommuni_dxt5_00.dds&lt;br /&gt;
* atl_guiscreens_dxt5_00.dds&lt;br /&gt;
* atl_itemupgrad_dxt5_00.dds&lt;br /&gt;
* atl_load_town_dxt5_00.dds&lt;br /&gt;
* atl_prccontent_dxt5_00.dds&lt;br /&gt;
* atl_prccontent_dxt5_01.dds&lt;br /&gt;
* atl_purchaseco_dxt5_00.dds&lt;br /&gt;
* atl_shared_dxt1_00.dds&lt;br /&gt;
* atl_shared_dxt1_01.dds&lt;br /&gt;
* atl_shared_dxt5_00.dds&lt;br /&gt;
* atl_shared_dxt5_01.dds&lt;br /&gt;
* atl_shared_dxt5_02.dds&lt;br /&gt;
* atl_startmenu2_dxt1_00.dds&lt;br /&gt;
* atl_startmenu2_dxt1_01.dds&lt;br /&gt;
* atl_startmenu2_dxt1_02.dds&lt;br /&gt;
* atl_startmenu2_dxt5_00.dds&lt;br /&gt;
* atl_startmenu2_dxt5_01.dds&lt;br /&gt;
* atl_startmenu2_dxt5_02.dds&lt;br /&gt;
&lt;br /&gt;
== DLC (standard quality) ==&lt;br /&gt;
&lt;br /&gt;
* craterr_halff.dds&lt;br /&gt;
* nrx3_bigcliff01_d.dds&lt;br /&gt;
* nrx3_bigcliff01_n.dds&lt;br /&gt;
* nrx3_bigrock01_d.dds&lt;br /&gt;
* nrx3_bigrock01_n.dds&lt;br /&gt;
* nrx3_bigrock02_d.dds&lt;br /&gt;
* nrx3_bigrock02_n.dds&lt;br /&gt;
* nrx3_brickround02_d.dds&lt;br /&gt;
* nrx3_brickround02_n.dds&lt;br /&gt;
* nrx3_cracked01_d.dds&lt;br /&gt;
* nrx3_jaggedrock01_d.dds&lt;br /&gt;
* nrx3_jaggedrock01_n.dds&lt;br /&gt;
* nrx3_sand01_d.dds&lt;br /&gt;
* nrx3_sand01_n.dds&lt;br /&gt;
* nrx3_sand01_s.dds&lt;br /&gt;
* nrx3rock_d.dds&lt;br /&gt;
* p_nrx3_boat01d.dds&lt;br /&gt;
* p_nrx3_boat01n.dds&lt;br /&gt;
* p_nrx3_boat01s.dds&lt;br /&gt;
* plc_cp3_doll1_d.dds&lt;br /&gt;
* plc_cp3_doll1_n.dds&lt;br /&gt;
* plc_cp3_doll1_s.dds&lt;br /&gt;
* plc_cp3_pet1_d.dds&lt;br /&gt;
* plc_cp3_pet1_n.dds&lt;br /&gt;
* plc_cp3_pet1_s.dds&lt;br /&gt;
* plc_cp3_stick1_d.dds&lt;br /&gt;
* plc_cp3_stick1_n.dds&lt;br /&gt;
* plc_cp3_stick1_s.dds&lt;br /&gt;
* prp_nrx3_bark_d.dds&lt;br /&gt;
* prp_nrx3_bark_n.dds&lt;br /&gt;
* prp_nrx3_branch_d.dds&lt;br /&gt;
* prp_nrx3_twall_d.dds&lt;br /&gt;
* prp_nrx3_win01d.dds&lt;br /&gt;
* prp_nrx3_win01e.dds&lt;br /&gt;
* prp_nrx3_win01n.dds&lt;br /&gt;
* prp_nrx3_win01s.dds&lt;br /&gt;
* prp_str_bark_d.dds&lt;br /&gt;
* prp_str_bark_n.dds&lt;br /&gt;
* prp_str_branch_d.dds&lt;br /&gt;
* prp_str_dbone_d.dds&lt;br /&gt;
* prp_str_dbone_n.dds&lt;br /&gt;
* prp_str_dbone_s.dds&lt;br /&gt;
* prp_str_mirrorstatue_01d.dds&lt;br /&gt;
* prp_str_mirrorstatue_01n.dds&lt;br /&gt;
* prp_str_mirrorstatue_01s.dds&lt;br /&gt;
* prp_str_rock_d.dds&lt;br /&gt;
* prp_str_rock_n.dds&lt;br /&gt;
* prp_str_slime_d.dds&lt;br /&gt;
* prp_str_slime_n.dds&lt;br /&gt;
* prp_str_slime_s.dds&lt;br /&gt;
* prp_str_tentical_d.dds&lt;br /&gt;
* prp_str_tentical_n.dds&lt;br /&gt;
* prp_str_twall_d.dds&lt;br /&gt;
* str_bigrock02_d.dds&lt;br /&gt;
* str_bigrock02_n.dds&lt;br /&gt;
* str_cracked01_d.dds&lt;br /&gt;
* str_cracked01_n.dds&lt;br /&gt;
* str_jaggedrock01_d.dds&lt;br /&gt;
* str_jaggedrock01_n.dds&lt;br /&gt;
* str_slime_d.dds&lt;br /&gt;
* str_slime_n.dds&lt;br /&gt;
* str_slime_s.dds&lt;br /&gt;
* str_slimebone_d.dds&lt;br /&gt;
* str_slimebone_n.dds&lt;br /&gt;
* str_slimebone_s.dds&lt;br /&gt;
* strcave01_d.dds&lt;br /&gt;
* strcave01_n.dds&lt;br /&gt;
* strmt01_d.dds&lt;br /&gt;
* strmt01_n.dds&lt;br /&gt;
* strmt02_d.dds&lt;br /&gt;
* strmt02_n.dds&lt;br /&gt;
* ter_cracked01_d.dds&lt;br /&gt;
* vistanrx3_01_d.dds&lt;br /&gt;
* vistanrx3_01_n.dds&lt;br /&gt;
* vistanrx3_02_d.dds&lt;br /&gt;
* vistanrx3_02_n.dds&lt;br /&gt;
&lt;br /&gt;
== DLC (high quality) ==&lt;br /&gt;
&lt;br /&gt;
* armor.dds&lt;br /&gt;
* arrow_f.dds&lt;br /&gt;
* bld_drian_tu5.dds&lt;br /&gt;
* bld_fin_f.dds&lt;br /&gt;
* bld_fin_f12.dds&lt;br /&gt;
* bld_fin_f7.dds&lt;br /&gt;
* blood_conj_03.dds&lt;br /&gt;
* blood_splatter_f.dds&lt;br /&gt;
* blood3.dds&lt;br /&gt;
* blur_b_a.dds&lt;br /&gt;
* butterfly.dds&lt;br /&gt;
* c_meye.dds&lt;br /&gt;
* c_mhead_0d.dds&lt;br /&gt;
* c_mhead_0n.dds&lt;br /&gt;
* c_mhead_0s.dds&lt;br /&gt;
* c_mhead2_0d.dds&lt;br /&gt;
* c_mhead2_0n.dds&lt;br /&gt;
* c_mhead2_0s.dds&lt;br /&gt;
* c_mother_0d.dds&lt;br /&gt;
* c_mother_0n.dds&lt;br /&gt;
* c_mother_0s.dds&lt;br /&gt;
* c_pridedemb_bdy_0d.dds&lt;br /&gt;
* c_pridedemb_bdy_0n.dds&lt;br /&gt;
* c_pridedemb_bdy_0s.dds&lt;br /&gt;
* c_pridedemb_hed_0d.dds&lt;br /&gt;
* c_pridedemb_hed_0i.dds&lt;br /&gt;
* c_pridedemb_hed_0n.dds&lt;br /&gt;
* c_pridedemb_hed_0s.dds&lt;br /&gt;
* c_shadeb_0d.dds&lt;br /&gt;
* c_shadeb_0i.dds&lt;br /&gt;
* c_shadeb_0n.dds&lt;br /&gt;
* c_shadeb_0s.dds&lt;br /&gt;
* c_stpigeon_0d.dds&lt;br /&gt;
* c_stpigeon_0n.dds&lt;br /&gt;
* c_stpigeon_0s.dds&lt;br /&gt;
* c_stridera_0d.dds&lt;br /&gt;
* c_stridera_0n.dds&lt;br /&gt;
* c_stridera_0s.dds&lt;br /&gt;
* cloud_f_bl.dds&lt;br /&gt;
* cn_bdy_aoga_0d.dds&lt;br /&gt;
* cn_bdy_aoga_0n.dds&lt;br /&gt;
* cn_bdy_aoga_0s.dds&lt;br /&gt;
* cn_bdy_arc_0d.dds&lt;br /&gt;
* cn_bdy_arc_0n.dds&lt;br /&gt;
* cn_bdy_arc_0s.dds&lt;br /&gt;
* cn_bdy_bwwa_0d.dds&lt;br /&gt;
* cn_bdy_bwwa_0n.dds&lt;br /&gt;
* cn_bdy_bwwa_0s.dds&lt;br /&gt;
* cn_bdy_chda_0d.dds&lt;br /&gt;
* cn_bdy_chda_0n.dds&lt;br /&gt;
* cn_bdy_chda_0s.dds&lt;br /&gt;
* cn_bdy_disa_0d.dds&lt;br /&gt;
* cn_bdy_disa_0n.dds&lt;br /&gt;
* cn_bdy_disa_0s.dds&lt;br /&gt;
* cn_bdy_disb_0d.dds&lt;br /&gt;
* cn_bdy_disb_0n.dds&lt;br /&gt;
* cn_bdy_disb_0s.dds&lt;br /&gt;
* cn_bdy_drga_0n.dds&lt;br /&gt;
* cn_bdy_drgb_0d.dds&lt;br /&gt;
* cn_bdy_drgb_0i.dds&lt;br /&gt;
* cn_bdy_drgb_0s.dds&lt;br /&gt;
* cn_bdy_gib_0d.dds&lt;br /&gt;
* cn_bdy_gib_0n.dds&lt;br /&gt;
* cn_bdy_gib_0s.dds&lt;br /&gt;
* cn_bdy_hdrb_0d.dds&lt;br /&gt;
* cn_bdy_hdrb_0i.dds&lt;br /&gt;
* cn_bdy_hdrb_0s.dds&lt;br /&gt;
* cn_bdy_sklg_0d.dds&lt;br /&gt;
* cn_bdy_sklg_0n.dds&lt;br /&gt;
* cn_bdy_sklg_0s.dds&lt;br /&gt;
* cn_bdy_stgb_0d.dds&lt;br /&gt;
* cn_bdy_stgb_0i.dds&lt;br /&gt;
* cn_bdy_stgb_0n.dds&lt;br /&gt;
* cn_bdy_stgb_0s.dds&lt;br /&gt;
* cn_bdy_wsvb_0d.dds&lt;br /&gt;
* cn_bdy_wsvb_0i.dds&lt;br /&gt;
* cn_bdy_wsvc_0d.dds&lt;br /&gt;
* cn_bdy_wsvc_0i.dds&lt;br /&gt;
* cn_bra_wsvb_0d.dds&lt;br /&gt;
* cn_bra_wsvc_0d.dds&lt;br /&gt;
* cn_eye_arc_0d.dds&lt;br /&gt;
* cn_eye_drgb_0d.dds&lt;br /&gt;
* cn_eye_hdrb_0d.dds&lt;br /&gt;
* cn_hed_aoga_0d.dds&lt;br /&gt;
* cn_hed_aoga_0n.dds&lt;br /&gt;
* cn_hed_aoga_0s.dds&lt;br /&gt;
* cn_hed_arc_0d.dds&lt;br /&gt;
* cn_hed_arc_0n.dds&lt;br /&gt;
* cn_hed_arc_0s.dds&lt;br /&gt;
* cn_hed_bwwa_0d.dds&lt;br /&gt;
* cn_hed_bwwa_0i.dds&lt;br /&gt;
* cn_hed_bwwa_0n.dds&lt;br /&gt;
* cn_hed_bwwa_0s.dds&lt;br /&gt;
* cn_hed_disa_0d.dds&lt;br /&gt;
* cn_hed_disa_0n.dds&lt;br /&gt;
* cn_hed_disa_0s.dds&lt;br /&gt;
* cn_hed_disb_0d.dds&lt;br /&gt;
* cn_hed_disb_0n.dds&lt;br /&gt;
* cn_hed_disb_0s.dds&lt;br /&gt;
* cn_hed_gib_0d.dds&lt;br /&gt;
* cn_hed_gib_0n.dds&lt;br /&gt;
* cn_hed_gib_0s.dds&lt;br /&gt;
* cn_hed_hdrb_0d.dds&lt;br /&gt;
* cn_hed_hdrb_0n.dds&lt;br /&gt;
* cn_wng_hdrb_0d.dds&lt;br /&gt;
* cn_wng_hdrb_0i.dds&lt;br /&gt;
* cn_wng_hdrb_0n.dds&lt;br /&gt;
* cn_wng_hdrb_0s.dds&lt;br /&gt;
* cr_spe_crack.dds&lt;br /&gt;
* cr_spe_glow.dds&lt;br /&gt;
* crate_03_a.dds&lt;br /&gt;
* crater_half.dds&lt;br /&gt;
* d15_b_shot.dds&lt;br /&gt;
* d15_b_shot_a.dds&lt;br /&gt;
* d15_b_shot2.dds&lt;br /&gt;
* d15_b_sp.dds&lt;br /&gt;
* d15_b_sp_color.dds&lt;br /&gt;
* d15_b_sp_d.dds&lt;br /&gt;
* d15_blood_link.dds&lt;br /&gt;
* d15_link_smo2.dds&lt;br /&gt;
* door_wood.dds&lt;br /&gt;
* flare3.dds&lt;br /&gt;
* fx_child_spit.dds&lt;br /&gt;
* fx_fire_b.dds&lt;br /&gt;
* fx_fireline01.dds&lt;br /&gt;
* fx_fireringfb_a.dds&lt;br /&gt;
* fx_fireringfb_b.dds&lt;br /&gt;
* fx_glyph_blurl.dds&lt;br /&gt;
* fx_larc_fb.dds&lt;br /&gt;
* fx_lb_fb.dds&lt;br /&gt;
* fx_lb00.dds&lt;br /&gt;
* fx_noise01_a.dds&lt;br /&gt;
* fx_ripple01.dds&lt;br /&gt;
* fx_twirl01_s.dds&lt;br /&gt;
* fxe_fire_out.dds&lt;br /&gt;
* h_cailanprca_0.dds&lt;br /&gt;
* h_grywrprca_0.dds&lt;br /&gt;
* half_dot.dds&lt;br /&gt;
* hole_s.dds&lt;br /&gt;
* lining_ciga_f.dds&lt;br /&gt;
* medicine_cone.dds&lt;br /&gt;
* normal_out_dot.dds&lt;br /&gt;
* oil_loop_a.dds&lt;br /&gt;
* pf_arm_lgte_0d.dds&lt;br /&gt;
* pf_arm_lgte_0s.dds&lt;br /&gt;
* pf_arm_lgte_0t.dds&lt;br /&gt;
* pf_cth_nblf_0d.dds&lt;br /&gt;
* pf_cth_nblf_0n.dds&lt;br /&gt;
* pf_cth_nblf_0s.dds&lt;br /&gt;
* pf_cth_nblf_0t.dds&lt;br /&gt;
* pf_cth_nblg_0d.dds&lt;br /&gt;
* pf_cth_nblg_0e.dds&lt;br /&gt;
* pf_cth_nblg_0s.dds&lt;br /&gt;
* pf_cth_nblg_0t.dds&lt;br /&gt;
* pf_rob_chac_0d.dds&lt;br /&gt;
* pf_rob_chac_0n.dds&lt;br /&gt;
* pf_rob_chac_0s.dds&lt;br /&gt;
* pf_rob_chac_0t.dds&lt;br /&gt;
* pla_another.dds&lt;br /&gt;
* pm_arm_lgte_0d.dds&lt;br /&gt;
* pm_arm_lgte_0s.dds&lt;br /&gt;
* pm_cth_nblf_0d.dds&lt;br /&gt;
* pm_cth_nblf_0n.dds&lt;br /&gt;
* pm_cth_nblf_0s.dds&lt;br /&gt;
* pm_cth_nblf_0t.dds&lt;br /&gt;
* pm_rob_chac_0d.dds&lt;br /&gt;
* pm_rob_chac_0n.dds&lt;br /&gt;
* pm_rob_chac_0s.dds&lt;br /&gt;
* pm_rob_chac_0t.dds&lt;br /&gt;
* pn_arm_bdaa_0d.dds&lt;br /&gt;
* pn_arm_bdaa_0i.dds&lt;br /&gt;
* pn_arm_bdaa_0n.dds&lt;br /&gt;
* pn_arm_bdaa_0s.dds&lt;br /&gt;
* pn_arm_dwpc_0d.dds&lt;br /&gt;
* pn_arm_dwpc_0n.dds&lt;br /&gt;
* pn_arm_dwpc_0s.dds&lt;br /&gt;
* pn_arm_dwpd_0d.dds&lt;br /&gt;
* pn_arm_dwpd_0i.dds&lt;br /&gt;
* pn_arm_dwpd_0s.dds&lt;br /&gt;
* pn_arm_masg_0d.dds&lt;br /&gt;
* pn_arm_masg_0n.dds&lt;br /&gt;
* pn_arm_masg_0s.dds&lt;br /&gt;
* pn_arm_masg_0t.dds&lt;br /&gt;
* pn_arm_mash_0d.dds&lt;br /&gt;
* pn_arm_mash_0i.dds&lt;br /&gt;
* pn_arm_mash_0s.dds&lt;br /&gt;
* pn_arm_masi_0d.dds&lt;br /&gt;
* pn_arm_masi_0s.dds&lt;br /&gt;
* pn_boo_dwpc_0d.dds&lt;br /&gt;
* pn_boo_dwpc_0n.dds&lt;br /&gt;
* pn_boo_dwpc_0s.dds&lt;br /&gt;
* pn_boo_dwpd_0d.dds&lt;br /&gt;
* pn_boo_dwpd_0i.dds&lt;br /&gt;
* pn_boo_dwpd_0s.dds&lt;br /&gt;
* pn_boo_masg_0d.dds&lt;br /&gt;
* pn_boo_masg_0n.dds&lt;br /&gt;
* pn_boo_masg_0s.dds&lt;br /&gt;
* pn_boo_masg_0t.dds&lt;br /&gt;
* pn_boo_mash_0d.dds&lt;br /&gt;
* pn_boo_mash_0s.dds&lt;br /&gt;
* pn_boo_masi_0d.dds&lt;br /&gt;
* pn_boo_masi_0s.dds&lt;br /&gt;
* pn_eye_disa_0d.dds&lt;br /&gt;
* pn_eye_disa_0n.dds&lt;br /&gt;
* pn_eye_disb_0d.dds&lt;br /&gt;
* pn_glv_dwpc_0d.dds&lt;br /&gt;
* pn_glv_dwpc_0n.dds&lt;br /&gt;
* pn_glv_dwpc_0s.dds&lt;br /&gt;
* pn_glv_dwpd_0d.dds&lt;br /&gt;
* pn_glv_dwpd_0i.dds&lt;br /&gt;
* pn_glv_lgte_0d.dds&lt;br /&gt;
* pn_glv_lgte_0s.dds&lt;br /&gt;
* pn_glv_lgte_0t.dds&lt;br /&gt;
* pn_glv_masg_0d.dds&lt;br /&gt;
* pn_glv_masg_0n.dds&lt;br /&gt;
* pn_glv_masg_0s.dds&lt;br /&gt;
* pn_glv_masg_0t.dds&lt;br /&gt;
* pn_glv_mash_0d.dds&lt;br /&gt;
* pn_glv_mash_0s.dds&lt;br /&gt;
* pn_glv_masi_0d.dds&lt;br /&gt;
* pn_glv_masi_0s.dds&lt;br /&gt;
* pn_hlf_bdaa_0d.dds&lt;br /&gt;
* pn_hlf_bdaa_0i.dds&lt;br /&gt;
* pn_hlf_bdaa_0n.dds&lt;br /&gt;
* pn_hlf_bdaa_0s.dds&lt;br /&gt;
* pn_hlf_d01c_0d.dds&lt;br /&gt;
* pn_hlf_d01c_0n.dds&lt;br /&gt;
* pn_hlf_d01c_0s.dds&lt;br /&gt;
* pn_hlf_d01d_0d.dds&lt;br /&gt;
* pn_hlf_d01d_0i.dds&lt;br /&gt;
* pn_hlf_d01d_0s.dds&lt;br /&gt;
* pn_hlf_s01c_0d.dds&lt;br /&gt;
* pn_hlf_s01c_0s.dds&lt;br /&gt;
* pn_hlf_t02b_0d.dds&lt;br /&gt;
* pn_hlf_t02b_0i.dds&lt;br /&gt;
* pn_hlf_t02b_0n.dds&lt;br /&gt;
* pn_hlf_t02b_0s.dds&lt;br /&gt;
* pn_hlh_m02c_0d.dds&lt;br /&gt;
* pn_hlh_m02c_0s.dds&lt;br /&gt;
* ring.dds&lt;br /&gt;
* ring_dot.dds&lt;br /&gt;
* ring_twis_sin.dds&lt;br /&gt;
* rock_w.dds&lt;br /&gt;
* rune1.dds&lt;br /&gt;
* rune2.dds&lt;br /&gt;
* rune3.dds&lt;br /&gt;
* rune4.dds&lt;br /&gt;
* rune5.dds&lt;br /&gt;
* shadow.dds&lt;br /&gt;
* skel_f.dds&lt;br /&gt;
* skel_h2_f.dds&lt;br /&gt;
* skel_hand_f.dds&lt;br /&gt;
* smoke_sigle.dds&lt;br /&gt;
* spi_f2.dds&lt;br /&gt;
* tau_star.dds&lt;br /&gt;
* tel_02.dds&lt;br /&gt;
* thorns.dds&lt;br /&gt;
* uh_hed_deda_0d.dds&lt;br /&gt;
* uh_hed_deda_0n.dds&lt;br /&gt;
* uh_pct_exp_0t.dds&lt;br /&gt;
* uh_tat_p01_0t.dds&lt;br /&gt;
* w_axe_ax07a_0d.dds&lt;br /&gt;
* w_axe_ax07a_0n.dds&lt;br /&gt;
* w_axe_ax07a_0s.dds&lt;br /&gt;
* w_axe_ax07a_0t.dds&lt;br /&gt;
* w_dgr_dsdgc_0d.dds&lt;br /&gt;
* w_dgr_dsdgc_0n.dds&lt;br /&gt;
* w_dgr_dsdgc_0s.dds&lt;br /&gt;
* w_gsw_dsgsb_0d.dds&lt;br /&gt;
* w_gsw_dsgsb_0n.dds&lt;br /&gt;
* w_gsw_dsgsb_0s.dds&lt;br /&gt;
* w_gsw_gs07a_0d.dds&lt;br /&gt;
* w_gsw_gs07a_0e.dds&lt;br /&gt;
* w_gsw_gs07a_0n.dds&lt;br /&gt;
* w_gsw_gs07a_0s.dds&lt;br /&gt;
* w_gsw_gs08a_0d.dds&lt;br /&gt;
* w_gsw_gs08a_0e.dds&lt;br /&gt;
* w_gsw_gs08a_0n.dds&lt;br /&gt;
* w_gsw_gs08a_0s.dds&lt;br /&gt;
* w_gsw_gs08a_0t.dds&lt;br /&gt;
* w_lbw_lb07a_0d.dds&lt;br /&gt;
* w_lbw_lb07a_0e.dds&lt;br /&gt;
* w_lbw_lb07a_0n.dds&lt;br /&gt;
* w_lbw_lb07a_0s.dds&lt;br /&gt;
* w_lbw_lb07a_0t.dds&lt;br /&gt;
* w_lsw_ls07a_0d.dds&lt;br /&gt;
* w_lsw_ls07a_0e.dds&lt;br /&gt;
* w_lsw_ls07a_0n.dds&lt;br /&gt;
* w_lsw_ls07a_0s.dds&lt;br /&gt;
* w_lsw_ls08a_0d.dds&lt;br /&gt;
* w_lsw_ls08a_0e.dds&lt;br /&gt;
* w_lsw_ls08a_0n.dds&lt;br /&gt;
* w_lsw_ls08a_0s.dds&lt;br /&gt;
* w_lsw_ls09a_0d.dds&lt;br /&gt;
* w_lsw_ls09a_0n.dds&lt;br /&gt;
* w_lsw_ls09a_0s.dds&lt;br /&gt;
* w_lsw_ls09a_0t.dds&lt;br /&gt;
* w_mal_ml07a_0d.dds&lt;br /&gt;
* w_mal_ml07a_0n.dds&lt;br /&gt;
* w_mal_ml07a_0s.dds&lt;br /&gt;
* w_mal_ml07a_0t.dds&lt;br /&gt;
* w_mce_mc07a_0d.dds&lt;br /&gt;
* w_mce_mc07a_0n.dds&lt;br /&gt;
* w_mce_mc07a_0s.dds&lt;br /&gt;
* w_mce_mc07a_0t.dds&lt;br /&gt;
* w_sbw_sb07a_0d.dds&lt;br /&gt;
* w_sbw_sb07a_0n.dds&lt;br /&gt;
* w_sbw_sb07a_0s.dds&lt;br /&gt;
* w_sbw_sb07a_0t.dds&lt;br /&gt;
* w_shd_dslb_0d.dds&lt;br /&gt;
* w_shd_dslb_0n.dds&lt;br /&gt;
* w_shd_dslb_0s.dds&lt;br /&gt;
* w_shd_elna_0d.dds&lt;br /&gt;
* w_shd_elna_0n.dds&lt;br /&gt;
* w_shd_elna_0s.dds&lt;br /&gt;
* w_shd_elna_0t.dds&lt;br /&gt;
* w_shd_seaa_0d.dds&lt;br /&gt;
* w_shd_seaa_0n.dds&lt;br /&gt;
* w_shd_seaa_0s.dds&lt;br /&gt;
* w_shd_seaa_0t.dds&lt;br /&gt;
* w_shd_seaa_d.dds&lt;br /&gt;
* w_shd_seaa_n.dds&lt;br /&gt;
* w_shd_seaa_s.dds&lt;br /&gt;
* w_shd_seaa_t.dds&lt;br /&gt;
* w_stf_st04a_0d.dds&lt;br /&gt;
* w_stf_st04a_0n.dds&lt;br /&gt;
* w_stf_st04a_0s.dds&lt;br /&gt;
* w_stf_st05a_0d.dds&lt;br /&gt;
* w_stf_st05a_0e.dds&lt;br /&gt;
* w_stf_st05a_0n.dds&lt;br /&gt;
* w_stf_st05a_0s.dds&lt;br /&gt;
* w_stf_st05a_0t.dds&lt;br /&gt;
* white.dds&lt;br /&gt;
* wispy_line2.dds&lt;br /&gt;
* wispy_smo_bright.dds&lt;br /&gt;
* wispy_smoke_darker.dds&lt;br /&gt;
* wispy_smoke_sin.dds&lt;br /&gt;
* wispy_smoke2.dds&lt;br /&gt;
* wood_chip.dds&lt;br /&gt;
* z_dust_blood.dds&lt;br /&gt;
* z_dust7.dds&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20025</id>
		<title>Naming conventions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Naming_conventions&amp;diff=20025"/>
				<updated>2022-07-25T20:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: uem = eyes, uhm = heads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BioWare's resources follow a naming convention which allows for easy management and easy location of resources needed. When creating new resources it is a good idea to follow the existing naming convention (or your own scheme if you have a preferred one), to differentiate your work from that of others and to help you keep your resources organized.&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Although only one campaign is loaded at a time in game, unintended conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one will load. This is determined by the [[Source directory priorities]].  So, it's good to choose names that are likely to be unique.         &lt;br /&gt;
&lt;br /&gt;
Usually resources are separated by underscores into categories and have prefixes sorting them based on a certain main class, or suffixes giving them certain variations.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Resource Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
Design resource names are free-form. As a matter of convenience and courtesy to players, you might prefer to follow a convention that reduces the risk of conflict between add-ins and improves compatibility with future Bioware releases. Bear in mind that only one resource with a given name will load in game. &lt;br /&gt;
&lt;br /&gt;
For simple mods, it might be sufficient to use a unique resource name prefix which is unlikely to be used by anyone else. See [[Prefixes in use]].&lt;br /&gt;
&lt;br /&gt;
Larger mods and campaigns may prefer a more professional approach which makes scripting more legible by identifying the resource type etc.&lt;br /&gt;
&lt;br /&gt;
In either case, it would be wise to avoid a prefix that Bioware has already used, such as &amp;quot;gen&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;cir200cr_bloodmage&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc) or &amp;quot;gen&amp;quot; for global resources.&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (&amp;quot;ar&amp;quot; for area, &amp;quot;al&amp;quot; for area list, &amp;quot;ip&amp;quot; for placeable, &amp;quot;cr&amp;quot; for creature, &amp;quot;im&amp;quot; for item, &amp;quot;tr&amp;quot; for trigger, &amp;quot;pt&amp;quot; for plot, &amp;quot;st&amp;quot; for stage, &amp;quot;cs&amp;quot; for cutscene, &amp;quot;wp&amp;quot; for waypoint). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource. Merchants usually have the owner name, with the prefix &amp;quot;store_&amp;quot;.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
== Model File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH / PHY &lt;br /&gt;
&lt;br /&gt;
[ef]_[rob]_[enc][a]_[0].mmh  (ef_rob_enca_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Where [MainClass] is of General type of a Model. The Toolset will build the MainClass based on Race/Gender/Itemtype etc, so this must be correct. (see below)&lt;br /&gt;
*[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELSUBTYPE] is optional as defined with [[2DA|2DAs]]. Typically a short name describing different Variations of a Model. See: [[ItemVariations.xls]]&lt;br /&gt;
*[MODELVARIATION] is optional as defined with [[2DA|2DAs]]. Typically one letter a, b, c describing further Variations. See: [[ItemVariations.xls]]&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[MainClass]+[ModelName]_[LOD].MMH / PHY&lt;br /&gt;
&lt;br /&gt;
[c]_[deepstkra]_[0].mmh (c_deepstkra_0.mmh)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[MainClass] is the general type of the model. When no override is set in [[APR base.xls]], the toolset will generate it based on race and gender. (see below)&lt;br /&gt;
*[ModelName] is the Modelname (including mainclass) described in [[APR base.xls]]. When no Modelname is given, and Modeltype is P, the toolset will generate it based on [[NakedVariations.xls]] (unsure)&lt;br /&gt;
*[LOD] is optional for LOD Versions of Models, where its 0, 2 or 3 from highest to lowest LOD. Options are dependant on resourcetype, however 0 is always required if LOD is applicable. &lt;br /&gt;
&lt;br /&gt;
This accounts for the game being able to locate a [[MMH]] via 2DA definitions. [[MSH]] / [[MAO]] / [[DDS]] Files are referenced by the MMH and each other but follow similar schemes.&lt;br /&gt;
&lt;br /&gt;
=== Model Main Class Naming Convention ===&lt;br /&gt;
&lt;br /&gt;
*base&lt;br /&gt;
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie &amp;quot;outside&amp;quot; an interior level where the player shouldn't be able to see.&lt;br /&gt;
*c - creature&lt;br /&gt;
*cai - Cave Int. &lt;br /&gt;
*cav - Caves&lt;br /&gt;
*cdr - Cave Deep Road&lt;br /&gt;
*che - Chantry Exterior&lt;br /&gt;
*chi - Chantry Interior&lt;br /&gt;
*cn - Commmon Body Meshes &lt;br /&gt;
*cs&lt;br /&gt;
*df - dwarf female accessories and components&lt;br /&gt;
*dm - dwarf male accessories and components&lt;br /&gt;
*dne - dwarf noble exterior level pieces&lt;br /&gt;
*dni - dwarf noble interior level pieces&lt;br /&gt;
*dse - Dwarf Slum Exterior&lt;br /&gt;
*dsi - Dwarf Slum Interior&lt;br /&gt;
*dwe - Dwarven Exterior (Orzammar City) &lt;br /&gt;
*dwi - Dwarven Interior&lt;br /&gt;
*ef - elf female accessories and components&lt;br /&gt;
*el&lt;br /&gt;
*em - elf male accessories and components&lt;br /&gt;
*fca - Fereldan Castle&lt;br /&gt;
*fce - Fereldan Castle/City Exterior &lt;br /&gt;
*fci - Fereldan Castle Interior&lt;br /&gt;
*fde&lt;br /&gt;
*fdi - Fereldan Dungeon Interior&lt;br /&gt;
*fhe - Fereldan Human Exterior&lt;br /&gt;
*fhec&lt;br /&gt;
*fhi - Ferelden Human Interior&lt;br /&gt;
*fne - Ferelden noble exterior level pieces&lt;br /&gt;
*frt&lt;br /&gt;
*fti - Fereldan Town Interior&lt;br /&gt;
*ftr&lt;br /&gt;
*fve - Fereldan Village Exterior&lt;br /&gt;
*fx - Effects&lt;br /&gt;
*fxa&lt;br /&gt;
*fxc&lt;br /&gt;
*fxe&lt;br /&gt;
*fxg&lt;br /&gt;
*fxm&lt;br /&gt;
*fxp&lt;br /&gt;
*hf - human female accessories and components&lt;br /&gt;
*hm - human male accessories and components&lt;br /&gt;
*hro - Hero Sets&lt;br /&gt;
*kn&lt;br /&gt;
*lightrig&lt;br /&gt;
*material&lt;br /&gt;
*nm&lt;br /&gt;
*pf - Female specific Gear&lt;br /&gt;
*plc - placeables&lt;br /&gt;
*pm - Male or Genderless specific Gear&lt;br /&gt;
*pn - &lt;br /&gt;
*prp - props&lt;br /&gt;
*prv&lt;br /&gt;
*qm&lt;br /&gt;
*sb - Skybox&lt;br /&gt;
*sca&lt;br /&gt;
*sr&lt;br /&gt;
*tce - Tevinter Castle Exterior&lt;br /&gt;
*tci - Tevinter Castle Interior&lt;br /&gt;
*tfi - Tevinter Fade Interior&lt;br /&gt;
*tools - models used by the toolset&lt;br /&gt;
*trn&lt;br /&gt;
*tti - Tevinter Tower Interior&lt;br /&gt;
*tve - Tevinter Exterior&lt;br /&gt;
*tvi - Tevinter Interior&lt;br /&gt;
*tvm&lt;br /&gt;
*ue&lt;br /&gt;
*uem - Eyes&lt;br /&gt;
*uh - Face Bits &lt;br /&gt;
*uhm - Heads&lt;br /&gt;
*ul&lt;br /&gt;
*ulm - Eyelashes&lt;br /&gt;
*v&lt;br /&gt;
*vfx - Visual Effects&lt;br /&gt;
*vis - Vista Objects&lt;br /&gt;
*vst - Vista Objects&lt;br /&gt;
*w - weapon models&lt;br /&gt;
*water - waterfall pieces&lt;br /&gt;
*zz - models used in debugging&lt;br /&gt;
&lt;br /&gt;
== Voice Over File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[LineID]_m.WAV&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*with [LineID] replaced by the ID number for the conversation line's string table entry.&lt;br /&gt;
&lt;br /&gt;
This accounts for being able to locate thousands of VO lines, when assigning them to their conversation line.&lt;br /&gt;
&lt;br /&gt;
See [[voice over]] for more information on how to manage voice over recording.&lt;br /&gt;
&lt;br /&gt;
== Animation File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;mh.dg_5p_tn_l_45.ANI&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The various parts of the animation name gives you information about the type of animation.  This for example means &amp;quot;male human dialogue 5 paces turn left 45 degrees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All humanoid animations prefix with mh.  (male human). There is also a small list of fh (female human), These work across all races pretty much.&lt;br /&gt;
 &lt;br /&gt;
After the prefix you have the following:&lt;br /&gt;
*2p - a 2 person animation... usually lined up (i.e. give and receive, punch and punched, kiss and kissed)&lt;br /&gt;
*am - ambient... full animations that so specific actions (i.e. blacksmith, cheering, clean floor)&lt;br /&gt;
*cb - combat animations&lt;br /&gt;
*cu - custom animation, usually for a specific cutscene or purpose&lt;br /&gt;
*dg - dialog... animation fpr the purpose of use within dialogs (although we use all these animations)&lt;br /&gt;
*po - pose based animations - these are specific poses and gestures for talking dialogs&lt;br /&gt;
*wi - world interaction - similar to ambient but more about interacting with world objects (desks, leaning, sitting)&lt;br /&gt;
&lt;br /&gt;
After the above second prefix the rest is usually descriptive (or some what). Key thing to note:&lt;br /&gt;
*en - enter animation... this is the animation that gets the actor doing the animation... usually from a standing neutral position&lt;br /&gt;
*lp - looping animation - this is the animation that loops to keep the actor in a pose or position&lt;br /&gt;
*ex - exit animation - this is the animation that gets the actor out of the lp animation... usually to a standing neutral position&lt;br /&gt;
*tw - twitch, an animation that plays from the lp animation&lt;br /&gt;
 &lt;br /&gt;
So, for example:&lt;br /&gt;
*mh.wi_sit_en  - animation goes from standing neutral to sitting&lt;br /&gt;
*mh.wi_sit_lp   - animation loops in the sitting pose&lt;br /&gt;
*mh.wi_sit_ex  - animation goes from sitting to standing neutral&lt;br /&gt;
*mh.wi_sit_tw1 - an animation that plays from sit_lp, such as someone scratching their head&lt;br /&gt;
&lt;br /&gt;
== Vegetation (Speedtree) File Naming Convention ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;tre c oakfixl.SPT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vegetation is sorted in main categories via Prefix:&lt;br /&gt;
&lt;br /&gt;
*bsh - Bushes&lt;br /&gt;
*gra - Grass&lt;br /&gt;
*tre - Trees&lt;br /&gt;
&lt;br /&gt;
The last part is a short description of the vegetation type, ie Oak, which is a Oaktree.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
&lt;br /&gt;
*[[Art Resources]]&lt;br /&gt;
*[[Designer Resources]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=BITM_base.xls&amp;diff=20024</id>
		<title>BITM base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=BITM_base.xls&amp;diff=20024"/>
				<updated>2022-07-17T21:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Added missing WeaponOffset column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox items}}&lt;br /&gt;
&lt;br /&gt;
Defines base items, such as &amp;quot;Weapon - Longsword&amp;quot;, used in the item editor.&lt;br /&gt;
&lt;br /&gt;
Several worksheets in this Excel file are not actual 2DAs, they are present only for informational purposes.&lt;br /&gt;
&lt;br /&gt;
A note when editing:&lt;br /&gt;
&lt;br /&gt;
*SourceData - This is the worksheet where the information for the 2da should be edited.&lt;br /&gt;
*BITM_base - This worksheet is a mirror of the data from SourceData (but only the columns that the game cares about)&lt;br /&gt;
&lt;br /&gt;
== BITM_base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|BITM_base}}&lt;br /&gt;
{{2da column| Label | string | }}&lt;br /&gt;
{{2da column| NameStrRef | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| DescStrRef | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| InvSlotWidth | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| InvSlotHeight | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| EquippableSlots | int | A bitfield indicating which slots the item can be equipped into. See the _EquipSlots worksheet for an explanation of these values. }}&lt;br /&gt;
{{2da column| WearR |int | Index into the [[parts.xls]] file. Indicates where right hand weapons are worn on the body.}}&lt;br /&gt;
{{2da column| WearL |int| Index into the parts.xls file. Indicates where left hand weapons are worn on the body.}}&lt;br /&gt;
{{2da column| WieldR|int| Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.}}&lt;br /&gt;
{{2da column| WieldL |int| Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.}}&lt;br /&gt;
{{2da column| Heraldry |bool| Whether or not items using this base type can have heraldry applied}}&lt;br /&gt;
{{2da column| WeaponOffset| float | {{undocumented}} }}&lt;br /&gt;
{{2da column| CanRotateIcon | bool | {{undocumented}} }}&lt;br /&gt;
{{2da column| TargetType | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| Variation_WorkSheet | int | Items with Variants refer to M2DA_base.GDA by its ID }}&lt;br /&gt;
{{2da column| DefaultMaterial | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| DefaultModel | string | {{undocumented}} }}&lt;br /&gt;
{{2da column| DefaultIcon | string | {{undocumented}} }}&lt;br /&gt;
{{2da column| DefaultResource | string | {{undocumented}} }}&lt;br /&gt;
{{2da column| WeaponWield | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| WieldModel | string | {{undocumented}} }}&lt;br /&gt;
{{2da column| WieldModelOverlay | string | {{undocumented}} }}&lt;br /&gt;
{{2da column| CombatRating | float | {{undocumented}} }}&lt;br /&gt;
{{2da column| StrengthModifier | float | {{undocumented}} }}&lt;br /&gt;
{{2da column| BaseDamage | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| StackSize | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| Type| int| The meanings of these values can be found in the ItemTypes worksheet in this document.}}&lt;br /&gt;
{{2da column| Speed| int | Slow = 1, Medium = 2, Fast = 3. Note: Check [[AttackSpeeds.xls]] for details}}&lt;br /&gt;
{{2da column| Range|float| Distance is in meters.}}&lt;br /&gt;
{{2da column| Projectile | int| If the item can be fired as a projectile (e.g. arrows), this field should relate to a projectile in PRJ 2da.}}&lt;br /&gt;
{{2da column| ProjectileOffset| float| Height distance to move a projectile launch position relative to the hand of the user. }}&lt;br /&gt;
{{2da column| Ammo |int| Which base item type serves as ammo for this item}}&lt;br /&gt;
{{2da column| StorePanel | int | {{undocumented}} }}&lt;br /&gt;
{{2da column| ModalAbilityBlendTree |int| Specifies if the item is able to work with modal ability blend trees. This is currently only relevant for MAIN and OFFHAND slot items.}}&lt;br /&gt;
{{2da column| InvSoundType |int| ID sound materials defined in &amp;quot;[[Sound_Item_Materials.xls]]&amp;quot;}}&lt;br /&gt;
{{2da column| ArmorType| int| 2 - medium, 3 - heavy, 4 - massive, 5 - cloth}}&lt;br /&gt;
{{2da column| DoNotDrop |int| if true, the treasure system will never drop this item.}}&lt;br /&gt;
{{2da column| ReqProp1 | int | ID of the first property requirement for the item from [[properties.xls]] }}&lt;br /&gt;
{{2da column| ReqProp1Val | float | minimum property value to allow item to be equipped  }}&lt;br /&gt;
{{2da column| ReqProp2 | int | ID of the second property requirement for the item from [[properties.xls]] }}&lt;br /&gt;
{{2da column| ReqProp2Val | float | minimum property value to allow item to be equipped }}&lt;br /&gt;
{{2da column| piercingtype| int| 1 bladed, 2 blunt, 3 ranged}}&lt;br /&gt;
{{2da column| RuneSlots |int| Mask  for the rune slot (same as equipment slots)}}&lt;br /&gt;
{{2da column| RuneCount |int| Base number of runes. Note that 0 and even negative numbers can be increased into positive by the material types, so we use a rather large negative number to prevent runes on most items.}}&lt;br /&gt;
{{2da column| SoundVariation |int| Specifies the sound variation for each object type. Note that 0 means the default sound is used: cloth for armor, sharp weapon for weapons and generic for everything else.}}&lt;br /&gt;
{{2da column| IsHeavy | int | Considered to be heavy for dual wielding purposes. Requires dual wielding mastery to equip in the offhand. }}&lt;br /&gt;
{{2da column| ShowMaterial | int | If an item of this base type should show its material type in the inventory UI. }}&lt;br /&gt;
{{2da column| SuppressPropertyVFX | bool | Avoid displaying a VFX that would be added through item properties }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ItemStats worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ItemStats}}&lt;br /&gt;
{{2da column| Label | string | }}&lt;br /&gt;
{{2da column| Attack | float | }}&lt;br /&gt;
{{2da column| Damage | float | }}&lt;br /&gt;
{{2da column| DamageRange | float | }}&lt;br /&gt;
{{2da column| Armor | float | }}&lt;br /&gt;
{{2da column| ArmorPenetration | float | }}&lt;br /&gt;
{{2da column| Defense | float | }}&lt;br /&gt;
{{2da column| BaseAimDelay | float | }}&lt;br /&gt;
{{2da column| Dspeed | float| Speed change within style from default anim speed.}}&lt;br /&gt;
{{2da column| CritChanceModifier | float | }}&lt;br /&gt;
{{2da column| AbilityCostModifier | float | }}&lt;br /&gt;
{{2da column| MissileDeflection | float | }}&lt;br /&gt;
{{2da column| OptimumRange | float | }}&lt;br /&gt;
{{2da column| SpellPower | float | }}&lt;br /&gt;
{{2da column| RngdPenalty | float | }}&lt;br /&gt;
{{2da column| AttributeMod | float | }}&lt;br /&gt;
{{2da column| Attribute0 | int | }}&lt;br /&gt;
{{2da column| Attribute1 | int | }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== itemstatdefines worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|itemstatdefines}}&lt;br /&gt;
{{2da column| Label |string| This label must match the name of the column where this stat is found in the BITM_base 2da.}}&lt;br /&gt;
{{2da column| NameStrRef |int| }}&lt;br /&gt;
{{2da column| CreatureProp |int| This number is the ID of the creature property that this item stat affects. When the item is equipped, the creature property will automatically be modified by the value found for this stat in the BITM_base.}}&lt;br /&gt;
{{2da column| bShowInUI|int|}}&lt;br /&gt;
{{2da column| Precision |int|Number of decimal places to show in the UI}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ArmorData worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ArmorData}}&lt;br /&gt;
{{2da column| Label | string| }}&lt;br /&gt;
{{2da column| Chest | float | }}&lt;br /&gt;
{{2da column| Boots | float | }}&lt;br /&gt;
{{2da column| Gloves | float | }}&lt;br /&gt;
{{2da column| Helmet | float | }}&lt;br /&gt;
{{2da column| Total| comment| }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== _SourceData worksheet ==&lt;br /&gt;
&lt;br /&gt;
This worksheet is not exported directly as a 2DA file.&lt;br /&gt;
&lt;br /&gt;
* Name - If the rows or columns change, macros need updating&lt;br /&gt;
* (no label) - an ID column&lt;br /&gt;
* Label&lt;br /&gt;
* NameStrRef - A string ID that leads to a string with the name of this kind of item. For example, boots have an English string that reads &amp;quot;Boot&amp;quot;.&lt;br /&gt;
* DescStrRef&lt;br /&gt;
* InvSlotWidth&lt;br /&gt;
* InvSlotHeight&lt;br /&gt;
* InvSoundType&lt;br /&gt;
* EquippableSlots - a bitfield indicating which inventory slots the item can be equipped in.&lt;br /&gt;
* WearR - Index into the parts.xls file. Indicates where right hand weapons are worn on the body.&lt;br /&gt;
* WearL - Index into the parts.xls file. Indicates where left hand weapons are worn on the body.&lt;br /&gt;
* WieldR - Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.&lt;br /&gt;
* WieldL - Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.&lt;br /&gt;
* CanRotateIcon&lt;br /&gt;
* TargetType&lt;br /&gt;
* Variation_WorkSheet&lt;br /&gt;
* DefaultModel&lt;br /&gt;
* DefaultIcon&lt;br /&gt;
* WeaponWield&lt;br /&gt;
* WieldModel&lt;br /&gt;
* CombatRating&lt;br /&gt;
* StrengthModifier - How strength damage is scaled when using this weapon.&lt;br /&gt;
* BaseDamage&lt;br /&gt;
* ArmourPenetration - Rules. Design-Materials. Armor penetrating capability of this weapon. Serves dual purpose. Also the field for the ARMOR value of Armor. This is also used for the shield base modifier&lt;br /&gt;
* ArmourValue&lt;br /&gt;
* Attribute - This is an index into the attribute.xls. It iis used by rules to determine the required attribute score.&lt;br /&gt;
* AttributeValue&lt;br /&gt;
* StackSize&lt;br /&gt;
* MinItemProps&lt;br /&gt;
* MaxItemProps&lt;br /&gt;
* PropColumn - This column references ItemProperties.xls (the ItemPropDef page). It assigns each item into a category. Tools then uses this to figure out which properties are allowed for each item type.&lt;br /&gt;
* StartingCharges&lt;br /&gt;
* QBBehaviour&lt;br /&gt;
* StorePanel&lt;br /&gt;
* StorePanelSort&lt;br /&gt;
* Type&lt;br /&gt;
* Speed&lt;br /&gt;
* BaseDamageReduction&lt;br /&gt;
* AttackExtra&lt;br /&gt;
* BaseDefenseBonus&lt;br /&gt;
* Type&lt;br /&gt;
* BaseArmorPenetration&lt;br /&gt;
* LightArmor&lt;br /&gt;
* AbilityScoreRequired&lt;br /&gt;
* BasePreReqAbility&lt;br /&gt;
* StaminaUpkeep&lt;br /&gt;
* BaseDamage&lt;br /&gt;
* StrengthModifierMultiplier&lt;br /&gt;
* AbilityScoreRequired2&lt;br /&gt;
* BasePreReqAbility2&lt;br /&gt;
&lt;br /&gt;
== _EquipSlots worksheet ==&lt;br /&gt;
&lt;br /&gt;
This worksheet is not exported directly as a 2DA file.&lt;br /&gt;
&lt;br /&gt;
*LABEL&lt;br /&gt;
*MASK&lt;br /&gt;
*SET1&lt;br /&gt;
*SET2&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20022</id>
		<title>Lighting Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20022"/>
				<updated>2022-07-08T11:41:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Image formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: by mikemike37&lt;br /&gt;
&lt;br /&gt;
Please also check out the [[Lighting]] information.&lt;br /&gt;
&lt;br /&gt;
This is only one method of lighting your level - I suggest some experimentation, but given the lengthy lightmapping process, I'm sure you can use these guidelines to help prevent timewasting.&lt;br /&gt;
&lt;br /&gt;
== Okay so I don't really care too much but I want some light. What's the fastest way to do that? ==&lt;br /&gt;
&lt;br /&gt;
To have even and fairly bland lighting throughout your level and at the risk of some unexpected but not strong shadows:&lt;br /&gt;
&lt;br /&gt;
# Create a new room named &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room and Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source (use Add, click the rooms from the left).&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: True&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
#* Colour Intensity: 0.8&lt;br /&gt;
#* Point Radius: 500 or more for larger levels&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge and a little way up.&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
&lt;br /&gt;
== Lighting done &amp;quot;properly&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction to Lighting Types (baked versus in-game lighting) ===&lt;br /&gt;
&lt;br /&gt;
The most important difference to understand is the difference between baked lighting and &amp;quot;in-game&amp;quot; lighting. In the game, your character is illuminated by lights from various angles... but your character moves, so it follows that the strength of the light reflecting from your character must be calculated on-the-fly. These calculations performed by your graphics processor are pretty intensive, so it makes sense to avoid them where possible and free up your graphics processor for other cool visual stuff, like high poly models and large textures. So how can we reduce this load? using baked lighting.&lt;br /&gt;
&lt;br /&gt;
The principle of baked lighting is as follows: for lights which do not move and for objects which do not move, we can calculate the reflection and save the results for the graphics processor to read, and not have to calculate. In Dragon Age, we do this by lightmapping using baked lights and static props. Everything you place in the level editor (NOT area editor) must necessarily be unable to move in-game.&lt;br /&gt;
&lt;br /&gt;
I'll now explain the order in which I add lights, with an explanation of what I consider to be good practice. I write this with interior levels in mind.&lt;br /&gt;
&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
* '''Room Properties:''' allows you to describe to the engine which rooms are visible, are lit by and are connected to each given room.&lt;br /&gt;
* '''Render Lightmaps:''' will process all baked lights to the lightmaps. Time-consuming, good for finalising.&lt;br /&gt;
* '''Render Lightmaps for selected Chunks or Rooms:''' select only the rooms you want to lightmap. Less time-consuming, good for experimenting.&lt;br /&gt;
* '''Display Lightmaps On/Off:''' When enabled, this will show you the lightmap result. Always toggle off then back on to update the lightmap after processing. It will NOT show you &amp;quot;live&amp;quot; lighting, such as static lights. You have to sort of guess what that'll end up like.&lt;br /&gt;
* '''View Models Fully Lit:''' gives the same result as ambient at 1, 1, 1 - everything is well-illuminated. Good for moving things about.&lt;br /&gt;
* '''Render Light Probes:''' I'll look into this later.&lt;br /&gt;
&lt;br /&gt;
=== Create a &amp;quot;shared lighting&amp;quot; room (interior only) - realtime, characters only ===&lt;br /&gt;
&lt;br /&gt;
Using the method suggested on the builder's wiki, you can have all characters illuminated dimly in all directions in every room by using a &amp;quot;shared lighting&amp;quot; room.&lt;br /&gt;
&lt;br /&gt;
# Create a new room&lt;br /&gt;
# Rename the room &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source.&lt;br /&gt;
&lt;br /&gt;
Adding the lights:&lt;br /&gt;
&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: False&lt;br /&gt;
#* Colour 0.3, 0.3, 0.3&lt;br /&gt;
#* Colour Intensity 0.8&lt;br /&gt;
#* Point Radius: 500&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge. You may like to place these above the level a little way since light typically comes from above (but not always...)&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Light - baked, level only ===&lt;br /&gt;
&lt;br /&gt;
By adding this before any &amp;quot;specific&amp;quot; lighting, we can set the tone for the level and build up from there. You only need one ambient in the entire level and it affects all rooms regardless of any other settings.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, Intensity is NOT used, so you're going entirely on colour here. Vary the colour and brightness to suit taste, but you don't want this to be too strong or you will lose the strength of contrast in your lighting since the dark areas won't be very dark. Below are suggested values.&lt;br /&gt;
&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.2, 0.2, 0.2&lt;br /&gt;
#* Position, intensity does not matter at all. Leave at default is fine.&lt;br /&gt;
&lt;br /&gt;
=== Static and animated Lights - realtime, characters and level ===&lt;br /&gt;
&lt;br /&gt;
You should try lightmapping your level at this point (Render Lightmaps) and exporting to try it out in-game. You should have a pretty dark, but visible level throughout.&lt;br /&gt;
&lt;br /&gt;
We now want to add in static and animated lights so that the characters are illuminated by things actually present in the level. With lighting, its a very good idea to start with the strongest lights first. With all of these lights, use Affect Characters: TRUE. Use Affects Level: TRUE sparingly - an object may only receive a maximum of 3 static lights. For this reason, avoid placing lights with an overlapping radius. Multiple static lights occupying the same space is to be avoided strongly.&lt;br /&gt;
&lt;br /&gt;
The strongest lights, generally, will be natural light where you have it - so add light from windows and similar first. Use cool, pale colours (light blues) so as not to wash out the colour of the room.&lt;br /&gt;
&lt;br /&gt;
Next add in &amp;quot;genuine&amp;quot; light sources. By this I mean things which you understand to actually generate light. Torches, fires, glowing stuff. For fires, its nice to use the animated light types. Play with the settings, or try copying from one of the DA levels. Fire generally makes yellow glows, not bright orange.&lt;br /&gt;
&lt;br /&gt;
=== Baked Lights ===&lt;br /&gt;
&lt;br /&gt;
If you've allowed a lot of static lights to illuminate your level, you may only need to add baked lights to things too small to warrant a static light, and to brighten up dark patches. However, you may want to make more extensive use of baked lighting since it allows for a greater control over your lighting by adding many baked lights without impacting the player's performance (since they're all calculated at the lightmapping stage). It also generally makes nicer, softer shadows.&lt;br /&gt;
&lt;br /&gt;
=== Adding shadows where they &amp;quot;shouldn't exist&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This tip from !TimelordDC: Let's say you want to build a dark pit or a dark circular area within a big room. Place a model of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as FALSE and Lightmap as TRUE. Place a light directly above it to cast a strong shadow. Once you render lightmaps, you will see a dark shadow beneath the model but the model won't be present in-game. There is a bit of work to get it just right since the model can cast shadows from other lights too.&lt;br /&gt;
&lt;br /&gt;
You can also darken areas using negative static lights. Experiment with these - you can see their effect in realtime.&lt;br /&gt;
&lt;br /&gt;
=== Light Probes ===&lt;br /&gt;
&lt;br /&gt;
Light Probes are used for reflections. This includes but is not limited to: reflections off of weapons/armour using fresnel and water. Place a Light Probe in each room of an indoor level, or one over each patch of water in an outdoor level. Currently, a bug prevents the light probes from generating more than one image. After Placing, use Render Lightprobes and toggle view lightmaps to ON to see what they look like.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Corruption&amp;quot; Fix ===&lt;br /&gt;
Occasionally, the lightmap seems to become &amp;quot;corrupted&amp;quot;. If you believe there is a mistake with it that shouldnt be there when you hit process lightmaps, but always is... then its possible you are using &amp;quot;two lightmaps&amp;quot;. This is usually caused by having exported your level and then gone back to try and improve the lightmap. There are two ways to fix this:&lt;br /&gt;
&lt;br /&gt;
==== Rename your layout ====&lt;br /&gt;
&lt;br /&gt;
This will force the lightmap to start from scratch, but you will have to change the layout and will end up with a potentially messy set of folders all over the place.&lt;br /&gt;
&lt;br /&gt;
==== Delete all the lightmap files ====&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\LvlWorkspace\lightmaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\ProbeLightMaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\layouts\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\modelhierarchies\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\textures\dds\LAYOUT&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.erf&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.bak.erf&lt;br /&gt;
&lt;br /&gt;
C:\DOCUME~1\Mike\LOCALS~1\Temp\DALightmap\LAYOUT (you can use Run... and type %TEMP% and hit OK)&lt;br /&gt;
&lt;br /&gt;
(if you have posted to local) My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
IMPORANT: if you have posted your layout to local, then the lightmap dds files in your override will start conflicting with those in your toolset. ALWAYS remove them whenever you change lighting, otherwise you will see the result of BOTH lightmaps being applied.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-toolset ===&lt;br /&gt;
&lt;br /&gt;
Ensure you have disabled &amp;quot;view models fully lit&amp;quot; and you have enabled &amp;quot;Display Lightmaps On/Off?&amp;quot;. If you have recently remapped, you will need to toggle display lightmaps off then back on again to refresh the display.&lt;br /&gt;
&lt;br /&gt;
If you have posted to local and restarted your toolset, you will need to close your toolset, delete the exported files and restart your toolset.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-game ===&lt;br /&gt;
&lt;br /&gt;
Check your area file is using the correct name and that it has been exported. Also check that you have &amp;quot;done all local posts&amp;quot; in your level after changing the lightmap.&lt;br /&gt;
&lt;br /&gt;
=== My character in-game is entirely black and I'm getting a warning about shadow maps ===&lt;br /&gt;
&lt;br /&gt;
If you haven't added any static lights, you will get an error saying &amp;quot;no static lights detected. Shadow maps will not be generated&amp;quot; (or similar). Its generally a good idea to have some static lights, since these will illuminate your character.&lt;br /&gt;
&lt;br /&gt;
=== I have dark shapes/symbols over many different models in different ways (corruption) ===&lt;br /&gt;
&lt;br /&gt;
This is caused by a model trying to use a portion of your lightmap that it shouldn't be. This can be caused by having lightmaps in your override and lightmapping a second time. To remove your old lightmaps, delete the exported files in your core/override/toolsetexport. If this doesn't fix, try DeletingLightmapFiles. Finally, if you still get the issue, its a problem with the model you are using - it has a bad lightmap UV unwrap.&lt;br /&gt;
&lt;br /&gt;
[[File:Staticbunching.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have some kind of corruption on my lightmap throughout an entire room or level ===&lt;br /&gt;
&lt;br /&gt;
Same problem as above, but without the distinctive &amp;quot;shapes&amp;quot;. This is much more likely to be because you need to delete the exported lightmaps from your override.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=422px heights=600px&amp;gt;&lt;br /&gt;
File:Corruptedshadowmap1.jpg|Extremely patchy lighting throughout level&lt;br /&gt;
File:Corruptedshadowmap2.jpg|Fixed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have black patterns or triangles identically or similar over many of the same model ===&lt;br /&gt;
&lt;br /&gt;
Some models seem to have a problem with lightmapping. look for a fix  here or try using a different model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=550px heights=600px&amp;gt;&lt;br /&gt;
File:Badmodellightmap.jpg|fca_floor02_0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have obvious seams between two or more models where they should be seamless ===&lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that one object may receive static light from no more than 3 sources. In the example, I have three tiles. In the first screenshot, I have three blue lights and one red light. The middle tile does not receive the red light at all, and so a seam becomes apparent. The tile closest to the red light is receiving the red light and light from two of the blue lights.&lt;br /&gt;
&lt;br /&gt;
The fix here was to delete two of the blue lights and increase the intensity of the remaining blue light to compensate. Of course, this was a test setup, but the principle remains the same... ensure you have no more than three static lights overlapping ''anywhere'' in your level. Its a good idea to keep this down to just two lights where possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=600px heights=600px&amp;gt;&lt;br /&gt;
File:BStatic_bunching11111.jpg|Four static lights in scene&lt;br /&gt;
File:Static_bunching_fixed.jpg|Two static lights in scene&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have one unusual shadow (symmetrical pattern) caused by static lights and it doesn't make sense ===&lt;br /&gt;
&lt;br /&gt;
I am unsure if this was a problem with one particular model and/or the static light I was using, but if you get something like this try lightmapping after moving your lights to a new location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=498px heights=600px&amp;gt;&lt;br /&gt;
File:Onebigartifact.jpg|Bad shadow passing through prp_dni_torch03_0 (showing the result only - lights and problematic model are not shown)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The lights seem to go off or change badly every time I change rooms ===&lt;br /&gt;
&lt;br /&gt;
You need to set up rooms to be visible and receive light from one another. Only adjacent rooms should receive light from one another, but always ensure all rooms which CAN be visible from a room ARE visible. You should also connect rooms.&lt;br /&gt;
&lt;br /&gt;
=== I want to illuminate my room generally without &amp;quot;spotty&amp;quot; lights all over the place but I don't want to increase my ambient lighting ===&lt;br /&gt;
&lt;br /&gt;
Try adding a large light way outside of the room. You run the risk of getting unexpected shadows as the light shines through your walls/ceilings, but apparently you can reduce these by increasing the light size under &amp;quot;soft shadows&amp;quot;. I haven't tested this technique.&lt;br /&gt;
&lt;br /&gt;
=== I have lots of tiny black dots all over my lightmaps ===&lt;br /&gt;
&lt;br /&gt;
This problem seems to occur only in small rooms which have a ceiling. There are two solutions: accept the noise and use post-processing noise reduction on it... or take off the ceilings and render them separately.&lt;br /&gt;
&lt;br /&gt;
For taking off the ceilings, please see  this thread [http://social.bioware.com/forum/1/topic/74/index/4700291 here]&lt;br /&gt;
&lt;br /&gt;
To edit the lightmap file yourself AFTER exporting it out:&lt;br /&gt;
&lt;br /&gt;
# Render Lightmaps&lt;br /&gt;
# Post all to local&lt;br /&gt;
# Navigate to My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
# Find the erroneous lightmap dds&lt;br /&gt;
# Perform whatever surgery you deem necessary. I suggest using some sort of noise reduction filter. Ideally removing only &amp;quot;pepper&amp;quot; and not &amp;quot;salt&amp;quot;.&lt;br /&gt;
# If you have photoshop I suggest creating an action, opening all erroneous dds files and automating the action on all opened files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=256px heights=256px&amp;gt;&lt;br /&gt;
File:Noisylightmapdds.jpg|Lightmap before noise reduction&lt;br /&gt;
File:Noisylightmapdds2.jpg|Lightmap after noise reduction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=700px heights=385px&amp;gt;&lt;br /&gt;
File:Noisylightmap.jpg|Before noise reduction&lt;br /&gt;
File:Noisylightmap2.jpg|After noise reduction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== My custom material does not seem to lightmap ===&lt;br /&gt;
&lt;br /&gt;
Ensure your material is set to static, has a lightmap texture line and has unique textures (diffuse cannot be used as both diffuse and specular), and your object has a second UV layer and meta data. For more information on materials, check Texture tutorial (condensed)&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Semper for clearing up some questions I had. !TimelordDC provided the shadows tip. Oh and a couple of bits from CID-78. Also thanks to the guys on the bioware wiki who provided the information I started with.&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Adding custom level tutorial]] - How to add your own level.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20021</id>
		<title>Lighting Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20021"/>
				<updated>2022-07-08T11:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Image formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: by mikemike37&lt;br /&gt;
&lt;br /&gt;
Please also check out the [[Lighting]] information.&lt;br /&gt;
&lt;br /&gt;
This is only one method of lighting your level - I suggest some experimentation, but given the lengthy lightmapping process, I'm sure you can use these guidelines to help prevent timewasting.&lt;br /&gt;
&lt;br /&gt;
== Okay so I don't really care too much but I want some light. What's the fastest way to do that? ==&lt;br /&gt;
&lt;br /&gt;
To have even and fairly bland lighting throughout your level and at the risk of some unexpected but not strong shadows:&lt;br /&gt;
&lt;br /&gt;
# Create a new room named &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room and Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source (use Add, click the rooms from the left).&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: True&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
#* Colour Intensity: 0.8&lt;br /&gt;
#* Point Radius: 500 or more for larger levels&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge and a little way up.&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
&lt;br /&gt;
== Lighting done &amp;quot;properly&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction to Lighting Types (baked versus in-game lighting) ===&lt;br /&gt;
&lt;br /&gt;
The most important difference to understand is the difference between baked lighting and &amp;quot;in-game&amp;quot; lighting. In the game, your character is illuminated by lights from various angles... but your character moves, so it follows that the strength of the light reflecting from your character must be calculated on-the-fly. These calculations performed by your graphics processor are pretty intensive, so it makes sense to avoid them where possible and free up your graphics processor for other cool visual stuff, like high poly models and large textures. So how can we reduce this load? using baked lighting.&lt;br /&gt;
&lt;br /&gt;
The principle of baked lighting is as follows: for lights which do not move and for objects which do not move, we can calculate the reflection and save the results for the graphics processor to read, and not have to calculate. In Dragon Age, we do this by lightmapping using baked lights and static props. Everything you place in the level editor (NOT area editor) must necessarily be unable to move in-game.&lt;br /&gt;
&lt;br /&gt;
I'll now explain the order in which I add lights, with an explanation of what I consider to be good practice. I write this with interior levels in mind.&lt;br /&gt;
&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
* '''Room Properties:''' allows you to describe to the engine which rooms are visible, are lit by and are connected to each given room.&lt;br /&gt;
* '''Render Lightmaps:''' will process all baked lights to the lightmaps. Time-consuming, good for finalising.&lt;br /&gt;
* '''Render Lightmaps for selected Chunks or Rooms:''' select only the rooms you want to lightmap. Less time-consuming, good for experimenting.&lt;br /&gt;
* '''Display Lightmaps On/Off:''' When enabled, this will show you the lightmap result. Always toggle off then back on to update the lightmap after processing. It will NOT show you &amp;quot;live&amp;quot; lighting, such as static lights. You have to sort of guess what that'll end up like.&lt;br /&gt;
* '''View Models Fully Lit:''' gives the same result as ambient at 1, 1, 1 - everything is well-illuminated. Good for moving things about.&lt;br /&gt;
* '''Render Light Probes:''' I'll look into this later.&lt;br /&gt;
&lt;br /&gt;
=== Create a &amp;quot;shared lighting&amp;quot; room (interior only) - realtime, characters only ===&lt;br /&gt;
&lt;br /&gt;
Using the method suggested on the builder's wiki, you can have all characters illuminated dimly in all directions in every room by using a &amp;quot;shared lighting&amp;quot; room.&lt;br /&gt;
&lt;br /&gt;
# Create a new room&lt;br /&gt;
# Rename the room &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source.&lt;br /&gt;
&lt;br /&gt;
Adding the lights:&lt;br /&gt;
&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: False&lt;br /&gt;
#* Colour 0.3, 0.3, 0.3&lt;br /&gt;
#* Colour Intensity 0.8&lt;br /&gt;
#* Point Radius: 500&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge. You may like to place these above the level a little way since light typically comes from above (but not always...)&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Light - baked, level only ===&lt;br /&gt;
&lt;br /&gt;
By adding this before any &amp;quot;specific&amp;quot; lighting, we can set the tone for the level and build up from there. You only need one ambient in the entire level and it affects all rooms regardless of any other settings.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, Intensity is NOT used, so you're going entirely on colour here. Vary the colour and brightness to suit taste, but you don't want this to be too strong or you will lose the strength of contrast in your lighting since the dark areas won't be very dark. Below are suggested values.&lt;br /&gt;
&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.2, 0.2, 0.2&lt;br /&gt;
#* Position, intensity does not matter at all. Leave at default is fine.&lt;br /&gt;
&lt;br /&gt;
=== Static and animated Lights - realtime, characters and level ===&lt;br /&gt;
&lt;br /&gt;
You should try lightmapping your level at this point (Render Lightmaps) and exporting to try it out in-game. You should have a pretty dark, but visible level throughout.&lt;br /&gt;
&lt;br /&gt;
We now want to add in static and animated lights so that the characters are illuminated by things actually present in the level. With lighting, its a very good idea to start with the strongest lights first. With all of these lights, use Affect Characters: TRUE. Use Affects Level: TRUE sparingly - an object may only receive a maximum of 3 static lights. For this reason, avoid placing lights with an overlapping radius. Multiple static lights occupying the same space is to be avoided strongly.&lt;br /&gt;
&lt;br /&gt;
The strongest lights, generally, will be natural light where you have it - so add light from windows and similar first. Use cool, pale colours (light blues) so as not to wash out the colour of the room.&lt;br /&gt;
&lt;br /&gt;
Next add in &amp;quot;genuine&amp;quot; light sources. By this I mean things which you understand to actually generate light. Torches, fires, glowing stuff. For fires, its nice to use the animated light types. Play with the settings, or try copying from one of the DA levels. Fire generally makes yellow glows, not bright orange.&lt;br /&gt;
&lt;br /&gt;
=== Baked Lights ===&lt;br /&gt;
&lt;br /&gt;
If you've allowed a lot of static lights to illuminate your level, you may only need to add baked lights to things too small to warrant a static light, and to brighten up dark patches. However, you may want to make more extensive use of baked lighting since it allows for a greater control over your lighting by adding many baked lights without impacting the player's performance (since they're all calculated at the lightmapping stage). It also generally makes nicer, softer shadows.&lt;br /&gt;
&lt;br /&gt;
=== Adding shadows where they &amp;quot;shouldn't exist&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This tip from !TimelordDC: Let's say you want to build a dark pit or a dark circular area within a big room. Place a model of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as FALSE and Lightmap as TRUE. Place a light directly above it to cast a strong shadow. Once you render lightmaps, you will see a dark shadow beneath the model but the model won't be present in-game. There is a bit of work to get it just right since the model can cast shadows from other lights too.&lt;br /&gt;
&lt;br /&gt;
You can also darken areas using negative static lights. Experiment with these - you can see their effect in realtime.&lt;br /&gt;
&lt;br /&gt;
=== Light Probes ===&lt;br /&gt;
&lt;br /&gt;
Light Probes are used for reflections. This includes but is not limited to: reflections off of weapons/armour using fresnel and water. Place a Light Probe in each room of an indoor level, or one over each patch of water in an outdoor level. Currently, a bug prevents the light probes from generating more than one image. After Placing, use Render Lightprobes and toggle view lightmaps to ON to see what they look like.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Corruption&amp;quot; Fix ===&lt;br /&gt;
Occasionally, the lightmap seems to become &amp;quot;corrupted&amp;quot;. If you believe there is a mistake with it that shouldnt be there when you hit process lightmaps, but always is... then its possible you are using &amp;quot;two lightmaps&amp;quot;. This is usually caused by having exported your level and then gone back to try and improve the lightmap. There are two ways to fix this:&lt;br /&gt;
&lt;br /&gt;
==== Rename your layout ====&lt;br /&gt;
&lt;br /&gt;
This will force the lightmap to start from scratch, but you will have to change the layout and will end up with a potentially messy set of folders all over the place.&lt;br /&gt;
&lt;br /&gt;
==== Delete all the lightmap files ====&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\LvlWorkspace\lightmaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\ProbeLightMaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\layouts\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\modelhierarchies\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\textures\dds\LAYOUT&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.erf&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.bak.erf&lt;br /&gt;
&lt;br /&gt;
C:\DOCUME~1\Mike\LOCALS~1\Temp\DALightmap\LAYOUT (you can use Run... and type %TEMP% and hit OK)&lt;br /&gt;
&lt;br /&gt;
(if you have posted to local) My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
IMPORANT: if you have posted your layout to local, then the lightmap dds files in your override will start conflicting with those in your toolset. ALWAYS remove them whenever you change lighting, otherwise you will see the result of BOTH lightmaps being applied.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-toolset ===&lt;br /&gt;
&lt;br /&gt;
Ensure you have disabled &amp;quot;view models fully lit&amp;quot; and you have enabled &amp;quot;Display Lightmaps On/Off?&amp;quot;. If you have recently remapped, you will need to toggle display lightmaps off then back on again to refresh the display.&lt;br /&gt;
&lt;br /&gt;
If you have posted to local and restarted your toolset, you will need to close your toolset, delete the exported files and restart your toolset.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-game ===&lt;br /&gt;
&lt;br /&gt;
Check your area file is using the correct name and that it has been exported. Also check that you have &amp;quot;done all local posts&amp;quot; in your level after changing the lightmap.&lt;br /&gt;
&lt;br /&gt;
=== My character in-game is entirely black and I'm getting a warning about shadow maps ===&lt;br /&gt;
&lt;br /&gt;
If you haven't added any static lights, you will get an error saying &amp;quot;no static lights detected. Shadow maps will not be generated&amp;quot; (or similar). Its generally a good idea to have some static lights, since these will illuminate your character.&lt;br /&gt;
&lt;br /&gt;
=== I have dark shapes/symbols over many different models in different ways (corruption) ===&lt;br /&gt;
&lt;br /&gt;
This is caused by a model trying to use a portion of your lightmap that it shouldn't be. This can be caused by having lightmaps in your override and lightmapping a second time. To remove your old lightmaps, delete the exported files in your core/override/toolsetexport. If this doesn't fix, try DeletingLightmapFiles. Finally, if you still get the issue, its a problem with the model you are using - it has a bad lightmap UV unwrap.&lt;br /&gt;
&lt;br /&gt;
[[File:Staticbunching.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have some kind of corruption on my lightmap throughout an entire room or level ===&lt;br /&gt;
&lt;br /&gt;
Same problem as above, but without the distinctive &amp;quot;shapes&amp;quot;. This is much more likely to be because you need to delete the exported lightmaps from your override.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=422px heights=600px&amp;gt;&lt;br /&gt;
File:Corruptedshadowmap1.jpg|Extremely patchy lighting throughout level&lt;br /&gt;
File:Corruptedshadowmap2.jpg|Fixed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have black patterns or triangles identically or similar over many of the same model ===&lt;br /&gt;
&lt;br /&gt;
Some models seem to have a problem with lightmapping. look for a fix  here or try using a different model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=550px heights=600px&amp;gt;&lt;br /&gt;
File:Badmodellightmap.jpg|fca_floor02_0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have obvious seams between two or more models where they should be seamless ===&lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that one object may receive static light from no more than 3 sources. In the example, I have three tiles. In the first screenshot, I have three blue lights and one red light. The middle tile does not receive the red light at all, and so a seam becomes apparent. The tile closest to the red light is receiving the red light and light from two of the blue lights.&lt;br /&gt;
&lt;br /&gt;
The fix here was to delete two of the blue lights and increase the intensity of the remaining blue light to compensate. Of course, this was a test setup, but the principle remains the same... ensure you have no more than three static lights overlapping ''anywhere'' in your level. Its a good idea to keep this down to just two lights where possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=600px heights=600px&amp;gt;&lt;br /&gt;
File:BStatic_bunching11111.jpg|Four static lights in scene&lt;br /&gt;
File:Static_bunching_fixed.jpg|Two static lights in scene&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== I have one unusual shadow (symmetrical pattern) caused by static lights and it doesn't make sense ===&lt;br /&gt;
&lt;br /&gt;
I am unsure if this was a problem with one particular model and/or the static light I was using, but if you get something like this try lightmapping after moving your lights to a new location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=498px heights=600px&amp;gt;&lt;br /&gt;
File:Onebigartifact.jpg|Bad shadow passing through prp_dni_torch03_0 (showing the result only - lights and problematic model are not shown)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The lights seem to go off or change badly every time I change rooms ===&lt;br /&gt;
&lt;br /&gt;
You need to set up rooms to be visible and receive light from one another. Only adjacent rooms should receive light from one another, but always ensure all rooms which CAN be visible from a room ARE visible. You should also connect rooms.&lt;br /&gt;
&lt;br /&gt;
=== I want to illuminate my room generally without &amp;quot;spotty&amp;quot; lights all over the place but I don't want to increase my ambient lighting ===&lt;br /&gt;
&lt;br /&gt;
Try adding a large light way outside of the room. You run the risk of getting unexpected shadows as the light shines through your walls/ceilings, but apparently you can reduce these by increasing the light size under &amp;quot;soft shadows&amp;quot;. I haven't tested this technique.&lt;br /&gt;
&lt;br /&gt;
=== I have lots of tiny black dots all over my lightmaps ===&lt;br /&gt;
&lt;br /&gt;
This problem seems to occur only in small rooms which have a ceiling. There are two solutions: accept the noise and use post-processing noise reduction on it... or take off the ceilings and render them separately.&lt;br /&gt;
&lt;br /&gt;
For taking off the ceilings, please see  this thread [http://social.bioware.com/forum/1/topic/74/index/4700291 here]&lt;br /&gt;
&lt;br /&gt;
To edit the lightmap file yourself AFTER exporting it out:&lt;br /&gt;
&lt;br /&gt;
# Render Lightmaps&lt;br /&gt;
# Post all to local&lt;br /&gt;
# Navigate to My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
# Find the erroneous lightmap dds&lt;br /&gt;
# Perform whatever surgery you deem necessary. I suggest using some sort of noise reduction filter. Ideally removing only &amp;quot;pepper&amp;quot; and not &amp;quot;salt&amp;quot;.&lt;br /&gt;
# If you have photoshop I suggest creating an action, opening all erroneous dds files and automating the action on all opened files.&lt;br /&gt;
&lt;br /&gt;
Example: lightmap before noise reduction&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmap.jpg|border]]&lt;br /&gt;
[[File:Noisylightmapdds.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
Example: lightmap after noise reduction&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmap2.jpg|border]]&lt;br /&gt;
[[File:Noisylightmapdds2.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== My custom material does not seem to lightmap ===&lt;br /&gt;
&lt;br /&gt;
Ensure your material is set to static, has a lightmap texture line and has unique textures (diffuse cannot be used as both diffuse and specular), and your object has a second UV layer and meta data. For more information on materials, check Texture tutorial (condensed)&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Semper for clearing up some questions I had. !TimelordDC provided the shadows tip. Oh and a couple of bits from CID-78. Also thanks to the guys on the bioware wiki who provided the information I started with.&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Adding custom level tutorial]] - How to add your own level.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20020</id>
		<title>Lighting Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Lighting_Tutorial&amp;diff=20020"/>
				<updated>2022-07-08T11:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Cleaned up and added heading markup to generate a TOC and make it clearer to read&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: by mikemike37&lt;br /&gt;
&lt;br /&gt;
Please also check out the [[Lighting]] information.&lt;br /&gt;
&lt;br /&gt;
This is only one method of lighting your level - I suggest some experimentation, but given the lengthy lightmapping process, I'm sure you can use these guidelines to help prevent timewasting.&lt;br /&gt;
&lt;br /&gt;
== Okay so I don't really care too much but I want some light. What's the fastest way to do that? ==&lt;br /&gt;
&lt;br /&gt;
To have even and fairly bland lighting throughout your level and at the risk of some unexpected but not strong shadows:&lt;br /&gt;
&lt;br /&gt;
# Create a new room named &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room and Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source (use Add, click the rooms from the left).&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: True&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
#* Colour Intensity: 0.8&lt;br /&gt;
#* Point Radius: 500 or more for larger levels&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge and a little way up.&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.5, 0.5, 0.5&lt;br /&gt;
&lt;br /&gt;
== Lighting done &amp;quot;properly&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction to Lighting Types (baked versus in-game lighting) ===&lt;br /&gt;
&lt;br /&gt;
The most important difference to understand is the difference between baked lighting and &amp;quot;in-game&amp;quot; lighting. In the game, your character is illuminated by lights from various angles... but your character moves, so it follows that the strength of the light reflecting from your character must be calculated on-the-fly. These calculations performed by your graphics processor are pretty intensive, so it makes sense to avoid them where possible and free up your graphics processor for other cool visual stuff, like high poly models and large textures. So how can we reduce this load? using baked lighting.&lt;br /&gt;
&lt;br /&gt;
The principle of baked lighting is as follows: for lights which do not move and for objects which do not move, we can calculate the reflection and save the results for the graphics processor to read, and not have to calculate. In Dragon Age, we do this by lightmapping using baked lights and static props. Everything you place in the level editor (NOT area editor) must necessarily be unable to move in-game.&lt;br /&gt;
&lt;br /&gt;
I'll now explain the order in which I add lights, with an explanation of what I consider to be good practice. I write this with interior levels in mind.&lt;br /&gt;
&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
&lt;br /&gt;
* '''Room Properties:''' allows you to describe to the engine which rooms are visible, are lit by and are connected to each given room.&lt;br /&gt;
* '''Render Lightmaps:''' will process all baked lights to the lightmaps. Time-consuming, good for finalising.&lt;br /&gt;
* '''Render Lightmaps for selected Chunks or Rooms:''' select only the rooms you want to lightmap. Less time-consuming, good for experimenting.&lt;br /&gt;
* '''Display Lightmaps On/Off:''' When enabled, this will show you the lightmap result. Always toggle off then back on to update the lightmap after processing. It will NOT show you &amp;quot;live&amp;quot; lighting, such as static lights. You have to sort of guess what that'll end up like.&lt;br /&gt;
* '''View Models Fully Lit:''' gives the same result as ambient at 1, 1, 1 - everything is well-illuminated. Good for moving things about.&lt;br /&gt;
* '''Render Light Probes:''' I'll look into this later.&lt;br /&gt;
&lt;br /&gt;
=== Create a &amp;quot;shared lighting&amp;quot; room (interior only) - realtime, characters only ===&lt;br /&gt;
&lt;br /&gt;
Using the method suggested on the builder's wiki, you can have all characters illuminated dimly in all directions in every room by using a &amp;quot;shared lighting&amp;quot; room.&lt;br /&gt;
&lt;br /&gt;
# Create a new room&lt;br /&gt;
# Rename the room &amp;quot;Shared Lighting&amp;quot;&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Click Room Properties&lt;br /&gt;
# Have every room lit by lights from this source.&lt;br /&gt;
&lt;br /&gt;
Adding the lights:&lt;br /&gt;
&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Point Static&lt;br /&gt;
#* Affects Characters: True&lt;br /&gt;
#* Affects Levels: False&lt;br /&gt;
#* Colour 0.3, 0.3, 0.3&lt;br /&gt;
#* Colour Intensity 0.8&lt;br /&gt;
#* Point Radius: 500&lt;br /&gt;
# Place such that your entire level is about halfway from the light source and its edge. You may like to place these above the level a little way since light typically comes from above (but not always...)&lt;br /&gt;
# Copy and paste so you have 4 surrounding the entire level.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Light - baked, level only ===&lt;br /&gt;
&lt;br /&gt;
By adding this before any &amp;quot;specific&amp;quot; lighting, we can set the tone for the level and build up from there. You only need one ambient in the entire level and it affects all rooms regardless of any other settings.&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, Intensity is NOT used, so you're going entirely on colour here. Vary the colour and brightness to suit taste, but you don't want this to be too strong or you will lose the strength of contrast in your lighting since the dark areas won't be very dark. Below are suggested values.&lt;br /&gt;
&lt;br /&gt;
# Select the Shared Lighting room&lt;br /&gt;
# Insert &amp;gt; New Light&lt;br /&gt;
#* Light type: Ambient - Baked&lt;br /&gt;
#* Colour: 0.2, 0.2, 0.2&lt;br /&gt;
#* Position, intensity does not matter at all. Leave at default is fine.&lt;br /&gt;
&lt;br /&gt;
=== Static and animated Lights - realtime, characters and level ===&lt;br /&gt;
&lt;br /&gt;
You should try lightmapping your level at this point (Render Lightmaps) and exporting to try it out in-game. You should have a pretty dark, but visible level throughout.&lt;br /&gt;
&lt;br /&gt;
We now want to add in static and animated lights so that the characters are illuminated by things actually present in the level. With lighting, its a very good idea to start with the strongest lights first. With all of these lights, use Affect Characters: TRUE. Use Affects Level: TRUE sparingly - an object may only receive a maximum of 3 static lights. For this reason, avoid placing lights with an overlapping radius. Multiple static lights occupying the same space is to be avoided strongly.&lt;br /&gt;
&lt;br /&gt;
The strongest lights, generally, will be natural light where you have it - so add light from windows and similar first. Use cool, pale colours (light blues) so as not to wash out the colour of the room.&lt;br /&gt;
&lt;br /&gt;
Next add in &amp;quot;genuine&amp;quot; light sources. By this I mean things which you understand to actually generate light. Torches, fires, glowing stuff. For fires, its nice to use the animated light types. Play with the settings, or try copying from one of the DA levels. Fire generally makes yellow glows, not bright orange.&lt;br /&gt;
&lt;br /&gt;
=== Baked Lights ===&lt;br /&gt;
&lt;br /&gt;
If you've allowed a lot of static lights to illuminate your level, you may only need to add baked lights to things too small to warrant a static light, and to brighten up dark patches. However, you may want to make more extensive use of baked lighting since it allows for a greater control over your lighting by adding many baked lights without impacting the player's performance (since they're all calculated at the lightmapping stage). It also generally makes nicer, softer shadows.&lt;br /&gt;
&lt;br /&gt;
=== Adding shadows where they &amp;quot;shouldn't exist&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This tip from !TimelordDC: Let's say you want to build a dark pit or a dark circular area within a big room. Place a model of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as FALSE and Lightmap as TRUE. Place a light directly above it to cast a strong shadow. Once you render lightmaps, you will see a dark shadow beneath the model but the model won't be present in-game. There is a bit of work to get it just right since the model can cast shadows from other lights too.&lt;br /&gt;
&lt;br /&gt;
You can also darken areas using negative static lights. Experiment with these - you can see their effect in realtime.&lt;br /&gt;
&lt;br /&gt;
=== Light Probes ===&lt;br /&gt;
&lt;br /&gt;
Light Probes are used for reflections. This includes but is not limited to: reflections off of weapons/armour using fresnel and water. Place a Light Probe in each room of an indoor level, or one over each patch of water in an outdoor level. Currently, a bug prevents the light probes from generating more than one image. After Placing, use Render Lightprobes and toggle view lightmaps to ON to see what they look like.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Corruption&amp;quot; Fix ===&lt;br /&gt;
Occasionally, the lightmap seems to become &amp;quot;corrupted&amp;quot;. If you believe there is a mistake with it that shouldnt be there when you hit process lightmaps, but always is... then its possible you are using &amp;quot;two lightmaps&amp;quot;. This is usually caused by having exported your level and then gone back to try and improve the lightmap. There are two ways to fix this:&lt;br /&gt;
&lt;br /&gt;
==== Rename your layout ====&lt;br /&gt;
&lt;br /&gt;
This will force the lightmap to start from scratch, but you will have to change the layout and will end up with a potentially messy set of folders all over the place.&lt;br /&gt;
&lt;br /&gt;
==== Delete all the lightmap files ====&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\LvlWorkspace\lightmaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\ProbeLightMaps\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\layouts\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\modelhierarchies\LAYOUT&lt;br /&gt;
&lt;br /&gt;
My Documents\BioWare\Dragon Age\Toolset\resourcepostintermediatewin32\processed\addins\MODULE\layouts\win32\textures\dds\LAYOUT&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.erf&lt;br /&gt;
&lt;br /&gt;
(path of your level file)\LAYOUT.bak.erf&lt;br /&gt;
&lt;br /&gt;
C:\DOCUME~1\Mike\LOCALS~1\Temp\DALightmap\LAYOUT (you can use Run... and type %TEMP% and hit OK)&lt;br /&gt;
&lt;br /&gt;
(if you have posted to local) My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
IMPORANT: if you have posted your layout to local, then the lightmap dds files in your override will start conflicting with those in your toolset. ALWAYS remove them whenever you change lighting, otherwise you will see the result of BOTH lightmaps being applied.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-toolset ===&lt;br /&gt;
&lt;br /&gt;
Ensure you have disabled &amp;quot;view models fully lit&amp;quot; and you have enabled &amp;quot;Display Lightmaps On/Off?&amp;quot;. If you have recently remapped, you will need to toggle display lightmaps off then back on again to refresh the display.&lt;br /&gt;
&lt;br /&gt;
If you have posted to local and restarted your toolset, you will need to close your toolset, delete the exported files and restart your toolset.&lt;br /&gt;
&lt;br /&gt;
=== Nothing I do seems to make a difference in-game ===&lt;br /&gt;
&lt;br /&gt;
Check your area file is using the correct name and that it has been exported. Also check that you have &amp;quot;done all local posts&amp;quot; in your level after changing the lightmap.&lt;br /&gt;
&lt;br /&gt;
=== My character in-game is entirely black and I'm getting a warning about shadow maps ===&lt;br /&gt;
&lt;br /&gt;
If you haven't added any static lights, you will get an error saying &amp;quot;no static lights detected. Shadow maps will not be generated&amp;quot; (or similar). Its generally a good idea to have some static lights, since these will illuminate your character.&lt;br /&gt;
&lt;br /&gt;
=== I have dark shapes/symbols over many different models in different ways (corruption) ===&lt;br /&gt;
&lt;br /&gt;
This is caused by a model trying to use a portion of your lightmap that it shouldn't be. This can be caused by having lightmaps in your override and lightmapping a second time. To remove your old lightmaps, delete the exported files in your core/override/toolsetexport. If this doesn't fix, try DeletingLightmapFiles. Finally, if you still get the issue, its a problem with the model you are using - it has a bad lightmap UV unwrap.&lt;br /&gt;
&lt;br /&gt;
Example: dark shapes and squares&lt;br /&gt;
&lt;br /&gt;
[[File:Staticbunching.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have some kind of corruption on my lightmap throughout an entire room or level ===&lt;br /&gt;
&lt;br /&gt;
Same problem as above, but without the distinctive &amp;quot;shapes&amp;quot;. This is much more likely to be because you need to delete the exported lightmaps from your override.&lt;br /&gt;
&lt;br /&gt;
Example: extremely patchy lighting throughout level&lt;br /&gt;
&lt;br /&gt;
[[File:Corruptedshadowmap1.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
Fixed:&lt;br /&gt;
&lt;br /&gt;
[[File:Corruptedshadowmap2.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have black patterns or triangles identically or similar over many of the same model ===&lt;br /&gt;
&lt;br /&gt;
Some models seem to have a problem with lightmapping. look for a fix  here or try using a different model.&lt;br /&gt;
&lt;br /&gt;
Example: fca_floor02_0&lt;br /&gt;
&lt;br /&gt;
[[File:Badmodellightmap.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have obvious seams between two or more models where they should be seamless ===&lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that one object may receive static light from no more than 3 sources. In the example, I have three tiles. In the first screenshot, I have three blue lights and one red light. The middle tile does not receive the red light at all, and so a seam becomes apparent. The tile closest to the red light is receiving the red light and light from two of the blue lights.&lt;br /&gt;
&lt;br /&gt;
The fix here was to delete two of the blue lights and increase the intensity of the remaining blue light to compensate. Of course, this was a test setup, but the principle remains the same... ensure you have no more than three static lights overlapping ''anywhere'' in your level. Its a good idea to keep this down to just two lights where possible.&lt;br /&gt;
&lt;br /&gt;
Example: four static lights in scene&lt;br /&gt;
&lt;br /&gt;
[[File:BStatic_bunching11111.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
Example: two static lights in scene&lt;br /&gt;
&lt;br /&gt;
[[File:Static_bunching_fixed.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== I have one unusual shadow (symmetrical pattern) caused by static lights and it doesn't make sense ===&lt;br /&gt;
&lt;br /&gt;
I am unsure if this was a problem with one particular model and/or the static light I was using, but if you get something like this try lightmapping after moving your lights to a new location.&lt;br /&gt;
&lt;br /&gt;
Example: bad shadow passing through prp_dni_torch03_0 (showing the result only - lights and problematic model are not shown)&lt;br /&gt;
&lt;br /&gt;
[[File:Onebigartifact.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== The lights seem to go off or change badly every time I change rooms ===&lt;br /&gt;
&lt;br /&gt;
You need to set up rooms to be visible and receive light from one another. Only adjacent rooms should receive light from one another, but always ensure all rooms which CAN be visible from a room ARE visible. You should also connect rooms.&lt;br /&gt;
&lt;br /&gt;
=== I want to illuminate my room generally without &amp;quot;spotty&amp;quot; lights all over the place but I don't want to increase my ambient lighting ===&lt;br /&gt;
&lt;br /&gt;
Try adding a large light way outside of the room. You run the risk of getting unexpected shadows as the light shines through your walls/ceilings, but apparently you can reduce these by increasing the light size under &amp;quot;soft shadows&amp;quot;. I haven't tested this technique.&lt;br /&gt;
&lt;br /&gt;
=== I have lots of tiny black dots all over my lightmaps ===&lt;br /&gt;
&lt;br /&gt;
This problem seems to occur only in small rooms which have a ceiling. There are two solutions: accept the noise and use post-processing noise reduction on it... or take off the ceilings and render them separately.&lt;br /&gt;
&lt;br /&gt;
For taking off the ceilings, please see  this thread [http://social.bioware.com/forum/1/topic/74/index/4700291 here]&lt;br /&gt;
&lt;br /&gt;
To edit the lightmap file yourself AFTER exporting it out:&lt;br /&gt;
&lt;br /&gt;
# Render Lightmaps&lt;br /&gt;
# Post all to local&lt;br /&gt;
# Navigate to My Documents\BioWare\Dragon Age\addins\MODULE\core\override\toolsetexport\LAYOUT&lt;br /&gt;
# Find the erroneous lightmap dds&lt;br /&gt;
# Perform whatever surgery you deem necessary. I suggest using some sort of noise reduction filter. Ideally removing only &amp;quot;pepper&amp;quot; and not &amp;quot;salt&amp;quot;.&lt;br /&gt;
# If you have photoshop I suggest creating an action, opening all erroneous dds files and automating the action on all opened files.&lt;br /&gt;
&lt;br /&gt;
Example: lightmap before noise reduction&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmap.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmapdds.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
Example: lightmap after noise reduction&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmap2.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
[[File:Noisylightmapdds2.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
=== My custom material does not seem to lightmap ===&lt;br /&gt;
&lt;br /&gt;
Ensure your material is set to static, has a lightmap texture line and has unique textures (diffuse cannot be used as both diffuse and specular), and your object has a second UV layer and meta data. For more information on materials, check Texture tutorial (condensed)&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Semper for clearing up some questions I had. !TimelordDC provided the shadows tip. Oh and a couple of bits from CID-78. Also thanks to the guys on the bioware wiki who provided the information I started with.&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Adding custom level tutorial]] - How to add your own level.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Ashhawk&amp;diff=19987</id>
		<title>User:Ashhawk</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Ashhawk&amp;diff=19987"/>
				<updated>2022-02-01T17:31:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Created page with &amp;quot; == Projects == *Update dead BSN links *Add useful templates&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Projects ==&lt;br /&gt;
*Update dead BSN links&lt;br /&gt;
*Add useful templates&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Tutorials&amp;diff=19985</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Tutorials&amp;diff=19985"/>
				<updated>2022-02-01T16:24:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
|{{TutorialRef|&amp;lt;nowiki&amp;gt;Boxes like these contain links,&amp;lt;/nowiki&amp;gt;|&amp;lt;nowiki&amp;gt;to topics taking you to further information&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Lighting Tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Adding custom armor tutorial]]&lt;br /&gt;
* [[Adding custom level tutorial]]&lt;br /&gt;
* [[Adding a new spell tutorial]]&lt;br /&gt;
* [[Adding a new weapon type tutorial]]&lt;br /&gt;
* [[Adding a custom model to the toolset tutorial]]&lt;br /&gt;
* [[Adding custom heraldry to a shield tutorial]]&lt;br /&gt;
* [[Adding custom items to custom modules tutorial]]&lt;br /&gt;
* [[Adding custom shield tutorial]]&lt;br /&gt;
* [[Creating item with note in Codex]]&lt;br /&gt;
* [[Creating a custom placeable from a model tutorial]]&lt;br /&gt;
* [[Creating recolors of existing items tutorial]]&lt;br /&gt;
* [[Customisation of original Dragon age armor]]&lt;br /&gt;
* [[Extending GDAs tutorial]]&lt;br /&gt;
* [[Overriding and creating tints tutorial]]&lt;br /&gt;
* [[Reskinning an item tutorial]]&lt;br /&gt;
* [[Usable campaign items tutorial]]&lt;br /&gt;
* [[Using DLC areas in your mods tutorial]]&lt;br /&gt;
* [[UI Tutorial (draft)]]&lt;br /&gt;
* [[Playing custom Player Character]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
*[[High-Level Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== Companion Tutorials ==&lt;br /&gt;
*[[Basic follower tutorial]]: covers the basics of adding a follower to party (which has space)&lt;br /&gt;
*[[Follower tutorial]]: a more comprehensive tutorial for creating followers (script heavy)&lt;br /&gt;
*[[Follower tutorial (alternative)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[User:Satans_karma|Follower tutorial (satans_karma)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[Compatible_Companion_Mod_Creation|Advanced follower tutorial]]: a comprehensive tutorial for creating followers with a focus on compatibility (very script heavy)&lt;br /&gt;
*[[Follower_guidelines]] (contains general guidelines and compatibility information)&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
*[[Module Priority Tutorial]] How to set module. Priority for multiple mods with similar files, so they don't interfere&lt;br /&gt;
*[[Plot]] Information on configuring plot flags for journal and codex entries&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 How to make a dress with crinoline]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
*[https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
*[https://youtu.be/m8DFXmIGJZc Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Area layouts used in the single player module]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
*[[Dragon Age 2]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Tutorials}}&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Step_by_Step:_Installing_the_Toolset&amp;diff=19984</id>
		<title>Step by Step: Installing the Toolset</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Step_by_Step:_Installing_the_Toolset&amp;diff=19984"/>
				<updated>2022-02-01T16:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
== Step by Step:  Installing the Toolset ==&lt;br /&gt;
The Step by Step series of articles are meant to be a 100% walk through of an activity, complete with pertinent details and screenshots of every step of the process.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Check Prerequisites ===&lt;br /&gt;
Do not attempt to install the toolkit without ensuring you have at least Windows XP with Service Pack 3, Windows Vista, or Windows 7.  The SP3 requirement can be overlooked if you're technically savvy but for the smoothest experience I'd recommend installing the whole shebang.&lt;br /&gt;
&lt;br /&gt;
Want to know why not?  Check the [http://social.bioware.com/forum/1/topic/8/index/113400 Forums].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Install Python 2.5 ===&lt;br /&gt;
Python 2.5 is required for the light mapping inside the toolkit to function, and it is preferred that it be installed first.  ActiveState's ActivePython is the best choice, and is available for free.  The latest version as of November 15, 2009 (2009/11/15) is 2.5.4.4 and it can be found [https://www.activestate.com/activepython/downloads/ here].  &lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* There are some who have had issues with the 64 bit version; I personally haven't.  You may want to pick up the 32 bit version just in case.&lt;br /&gt;
* Install to the default directory to avoid any issues with the toolkit.  C:\Python25 is the normal default.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Toolkit Installation ===&lt;br /&gt;
These instructions and screenshots are for v1.0.982.0 of the toolkit.  They may or may not apply to later versions.&lt;br /&gt;
&lt;br /&gt;
The toolkit is available from [http://social.bioware.com/toolset.php#downloads Bioware's Community Site].  It's 472Mb.&lt;br /&gt;
&lt;br /&gt;
Double click the executable to install the toolkit.  If you have an antivirus scanner installed on your computer don't be surprised if it doesn't pop up right away; the antivirus scanner has to process all 472MB of the executable before it will be allowed to run.&lt;br /&gt;
&lt;br /&gt;
If you have Windows Vista or Windows 7 you'll be prompted by UAC to allow the installer to run.  Choose yes if you obtained the toolset from the Bioware site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Welcome Screen ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_001.png|thumb|left|middle|360px|This is the installer's welcome screen.]] Once the installer has started you'll be greeted with the welcome screen.&lt;br /&gt;
Click the '''Next''' button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== End User License Agreement ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_002.png|thumb|left|middle|360px|This screenshot shows the installer's EULA agreement screen.]]&lt;br /&gt;
&lt;br /&gt;
You'll be greeted with the end user license agreement.  You're creating content for someone's software using this application; I highly recommend you actually read the license.&lt;br /&gt;
&lt;br /&gt;
Accept the license agreement by selecting '''I accept the terms of the License Agreement''' and click '''Next'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Dragon Age Installation Directory Confirmation ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_003.png|thumb|left|middle|360px|This shows the screen confirming the location of Dragon Age on the PC the toolset is being installed on.]]&lt;br /&gt;
&lt;br /&gt;
The third screen is asking you to confirm the installation directory of Dragon Age.  The toolset requires Dragon Age to be installed; if the directory shown here isn't correct I would recommend reinstalling the game, then restarting the installation of the toolkit.&lt;br /&gt;
&lt;br /&gt;
If the location is correct click '''Next''' to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== SQL Server 2005 Express Installation ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_004.png|thumb|left|middle|360px|This screen shows the configuration options for SQL Server 2005 Express.]]&lt;br /&gt;
&lt;br /&gt;
SQL Server Express is a free version of SQL Server offered by Microsoft.  It is a relational database that the toolset uses to store information about the currently installed modules and campaigns.  Most of the problems around the installation of the toolkit revolve around the installation of SQL Server Express 2005.  &lt;br /&gt;
&lt;br /&gt;
If you have no idea what any of these things mean it is recommended that you leave the default settings as they are.&lt;br /&gt;
&lt;br /&gt;
If you have an existing SQL Server 2005 installation you wish to use uncheck '''Install MS SQL Express 2005 SP3'''.  You'll then need to check '''Custom settings:''' and enter in the information for the database you already have.  &lt;br /&gt;
&lt;br /&gt;
The installer will attempt to connect to the SQL Server you specify and it will run a series of scripts against the database you provided.  You should ensure that SQL Server is running on the appropriate machine and that you have no data you wish to save in the database you selected to install to.&lt;br /&gt;
&lt;br /&gt;
Once the configuration is to your liking click '''Install''' to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
'''Examples:'''&lt;br /&gt;
* My SQL Server 2005 machine is named VORTEX, and it does not have any instances installed on it.  The '''database server''' for it would simply be VORTEX.  The '''database name''' would remain bw_dragonage_content unless you have a reason to change it.&lt;br /&gt;
* My workstation also has a copy of SQL Server 2008 on it with no instances.  I could reference this installation one of two ways.  The first would be as BRIAN-PC; the other would be by using the period by itself.  &lt;br /&gt;
* It should be noted that the . in the database server refers to the local machine; this should be replaced by the name of the machine on which your installation of SQL Server resides.  The \BWDATOOLSET refers to the database instance on that machine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
'''Problems?'''&lt;br /&gt;
* Visit the official forums and search there before posting; the most common issues have solutions already posted.&lt;br /&gt;
* Check the [[Installation troubleshooting]] page.&lt;br /&gt;
* A log file will be created in your Documents folder during the installation.  This is good to have handy if you have issues during installation.  The file in question is named &amp;quot;Install Dragon Age Toolset.txt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Toolkit Installation ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_005.png|thumb|left|middle|360px|This screenshot shows the installer as it progresses.]]&lt;br /&gt;
&lt;br /&gt;
The installation will take some time.  Grab a drink, use the restroom, put together a playlist for your listening pleasure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Toolkit Installation Finished Verification ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_006.png|thumb|left|middle|360px|A screenshot of a successful installation.]]&lt;br /&gt;
&lt;br /&gt;
The last item in the window above should be ''Completed''.  If there's anything else scroll up in the window until you find the error and copy and paste that error somewhere for safe keeping.  Seek help in the forums or on the Internet, and restart the installation process.&lt;br /&gt;
&lt;br /&gt;
Click '''Next''' to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Toolkit Installation Finished ====&lt;br /&gt;
[[Image:Talonius_Toolkit_Install_Screen_007.png|thumb|left|middle|360px|The last screen of the toolkit installation.]]&lt;br /&gt;
&lt;br /&gt;
You're done.  Assuming no unexpected errors appeared during the installation process you should be ready to start editing.&lt;br /&gt;
&lt;br /&gt;
Click '''Finish''' to complete the installation.&lt;br /&gt;
&lt;br /&gt;
[[Category:StepByStep]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Project_management_suggestions&amp;diff=19983</id>
		<title>Project management suggestions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Project_management_suggestions&amp;diff=19983"/>
				<updated>2022-02-01T16:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page is intended as a collaborative repository for suggestions on how to improve the social site. Create a new section for each specific suggestion or related group of suggestions. Feel free to discuss them to some extent on this page, but bear in mind that discussions should be refactored every once in a while into a summary of the idea - the purpose of this page is to consolidate discussion into a more easily-referenced form. &lt;br /&gt;
&lt;br /&gt;
See [[social site suggestions]] for other subject areas.&lt;br /&gt;
&lt;br /&gt;
== Project &amp;quot;progress&amp;quot; status ==&lt;br /&gt;
&lt;br /&gt;
It is too hard to tell if a project is done or in progress or abandoned.&lt;br /&gt;
&lt;br /&gt;
There is no filter option or way to mark your project as completed and ready for use. It would be nice if projects could be given a completion attribute (i.e. planning, building, alpha testing, beta testing, released, etc).&lt;br /&gt;
&lt;br /&gt;
Given that many players have no interest in pre-release marketing and discussion, search could usefully default to &amp;quot;released&amp;quot;. Search for &amp;quot;not released&amp;quot; would also be helpful, if there are to be many status categories as suggested above. &lt;br /&gt;
&lt;br /&gt;
Abandoned projects clutter up the list enormously. Projects should be automatically disabled or flagged if there is no activity in them for some threshold criteria length of time and they remain incomplete/never started.&lt;br /&gt;
:I'd throw in that it should be activity from the project owner themselves, since here's a good example of a popular long abandoned project that still has people posting comments all the time - http://social.bioware.com/project/602/. The owner has already so much as said in the comments that they now hate the game and have abandoned it. Yet the project is now more like a petition than anything else I suppose.&lt;br /&gt;
&lt;br /&gt;
We also need a stronger separation between public projects and internal build team discussion. A Work-In-Progress (WIP) category would be one way of doing that. It should allow builders to discuss issues confidentially and share files without cluttering up the public project listings. A team might well need both a public project and a WIP project. WIP is not the same as the various Builder-to-Builder categories currently available, because the latter are for marketing and releases to the wider builder community.&lt;br /&gt;
&lt;br /&gt;
If the WIP category is approved there should be no mechanical constraint on the file types that can be shared there unless there is some major security concern. In addition to the many valid DAO file types builders need to share all sorts of graphics, office documents, html, xml etc so having a defined list is just a problem waiting to happen.&lt;br /&gt;
&lt;br /&gt;
== Other project filter options ==&lt;br /&gt;
&lt;br /&gt;
Advanced Filter Options button. Currently the drop-down boxes for filtering are all independent of one another. If you want to browse in the groups there are 4 lists. Would be nice to have an advanced filtering options button that will pop up a little dialog box where you can make all your selections at once and then say GO!&lt;br /&gt;
* Filter or order by rating (e.g. 8+) would be essential (assuming a rating system is introduced) - separate from other order options.&lt;br /&gt;
* Filter by sub-category (see below) would be important.&lt;br /&gt;
* Filter by language (not all modules will be in English).&lt;br /&gt;
* Would be nice to be able to filter out completely all those projects with fewer than X members.&lt;br /&gt;
* Would be nice to be able to filter out completely all those projects that haven't had any activity at all (not even downloads) for X days.&lt;br /&gt;
* For playable modules, filter by start level.&lt;br /&gt;
* I would also like to see the author of the project without opening it up.&lt;br /&gt;
&lt;br /&gt;
When you click on projects the list can only be viewed 10 items at a time, which is way too few.&lt;br /&gt;
&lt;br /&gt;
Redundant filters: Some of the drop down options are not something anybody would be interested in listing them by or are duplicated by others (e.g. popularity? most views? what is the difference between those two?). Ordering by most views is unlikely to generate a significantly different ordering than sorting by last updated or popularity. All the older projects are likely to have more views than the any of the newer ones, so ordering by create date isn't going to be significantly different than ordering by most views. This isn't a major problem, frankly more options are better than fewer, but the ones you really need (which projects are &amp;quot;the best&amp;quot; and which are &amp;quot;not worth the effort&amp;quot;, which are done which are still in progress) aren't there.&lt;br /&gt;
&lt;br /&gt;
== Rating projects ==&lt;br /&gt;
&lt;br /&gt;
=== Problems with the current rating system ===&lt;br /&gt;
&lt;br /&gt;
* The modules that have been around the longest will have the most &amp;quot;+&amp;quot; while a brand new awesome module may never get noticed. This encourages builders to do a rush job just so they can be one of the first ones out there. Perhaps a weighted rating system, so that a very large/old mod can sit up their with a brand new smaller mod of equal caliber that just hasn't garnered the high amount of ratings yet.&lt;br /&gt;
&lt;br /&gt;
* Excellent niche offerings are very hard to find. For example, builder assets are never going to get as many approvals as playable modules, because there are more players than builders. Search by category helps up to a point, but ultimately &amp;quot;popular&amp;quot; doesn't always mean &amp;quot;good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Provide a checkbox on a project that a host can check when he/she considers the content &amp;quot;done&amp;quot; and ready to be ranked with the others. This would allow you to post work-in-progress downloads to gather feedback, without the concern of getting low ranks because it is not done yet.&lt;br /&gt;
&lt;br /&gt;
* Once you have given a project a &amp;quot;+&amp;quot;, there is no way to remove that again, even if you discover later that the project didn't deserve it at all.&lt;br /&gt;
&lt;br /&gt;
=== Variation and changes to the current rating system ===&lt;br /&gt;
&lt;br /&gt;
* Have two ways to rate projects -- one similar to the NWVault's rating system (is it a good idea, do people like it, etc), and another where people could rate the &amp;quot;buggyness&amp;quot; or &amp;quot;stability&amp;quot; or &amp;quot;ease of setup&amp;quot; type things about the project.?&lt;br /&gt;
&lt;br /&gt;
* Or perhaps just a screen with two or three categories to rate that get computed into some overall rating (e.g. Design/Idea 1-10, Stability/Ease of Use 1-10, Something Else 1-10). For me it would be far more useful to be able to filter and sort on these kinds of peer judged criteria than by &amp;quot;most views&amp;quot; or a generic &amp;quot;popularity&amp;quot; with unclear basis.&lt;br /&gt;
&lt;br /&gt;
* Maybe projects need a sex rating system similar to what hollywood does (e.g. G, PG, PG13...XXX).&lt;br /&gt;
&lt;br /&gt;
* Make an adult category.  Let's face it, they tend to be some of the first and most abundant mods made on any game (even those without a proper toolset).  Sometimes you just don't want to have to look at the index screen shots of all of the &amp;quot;Witches Gone Feral&amp;quot; mods when you're trying to find a mod to fix your crossbow.&lt;br /&gt;
&lt;br /&gt;
* NWVault has a rating system where you give a 0-10 score, but the rating is hidden for ranking purposes until a specific minimum number of people have rated the project.  The average number may be meaningless - in NWNvault, an absurdly high percentage of modules have a rating above 9.0, but still the relative ranking is pretty good - a module with a high score and a high download count is probably worth looking at... &lt;br /&gt;
&lt;br /&gt;
* The NWVault rating system is good, but any competent statistician will tell you that the sample size is far too small to make detailed judgements on the results. So, anything voted 9+ is probably good - a very useful thing to know - but being #1 in the rankings rather than #10 is probably meaningless. I'm not sure what the latest research says about these things, but I suspect a slightly simpler system would be better - for example, a scale 1-10 (with no .25 intervals) and no guidelines on what the scores mean. NWVault calculates the average ranking by a complicated algorithm, which is open to troll voting. IMO it would be fairer to rank on the median score. It's useful to see a histogram of the scores, too, e.g. http://proleric.com/phpbb/viewtopic.php?f=15&amp;amp;t=39&amp;amp;start=0&amp;amp;view=viewpoll. Some people dismiss the voting system as a measure of how many friends you have, but I think that's too cynical - as long as you just see it as a way of sorting sheep from goats, and nothing more.&lt;br /&gt;
&lt;br /&gt;
* if you intend to keep a simple voting system. Please give us the ability to remove a &amp;quot;+&amp;quot; and I am also in favore of a &amp;quot;-&amp;quot; button to push junk out of the way.(CID-78)&lt;br /&gt;
&lt;br /&gt;
=== Download counting ===&lt;br /&gt;
&lt;br /&gt;
You cannot update a file without losing the download count - it gets reset back to zero.  This would need to be fixed - the ideal solution would be to count the number of people downloading files from the project, but at the very least allow people to update files without losing the download count.  As it is, the download count is pointless and actually discourages builders from updating their files.&lt;br /&gt;
&lt;br /&gt;
== Project classification ==&lt;br /&gt;
&lt;br /&gt;
* If a project got incorrectly classified originally, or if a more appropriate category is added later, there is no way to re-classify the project. Allow module owners to change the category of their projects.&lt;br /&gt;
&lt;br /&gt;
* The list of classifications is a mess, with builder-to-builder and builder-to-player categories mixed up.   Also, the categories are not well chosen -  the NWN modules category is just a pointless waste of space and several categories seem to be missing.&lt;br /&gt;
** Add more project categories (areas, scripts, machinima, tutorials, music, and so on)&lt;br /&gt;
** Separate builder-to-player content from builder-to-builder content. The biggest hurdle to mod creation is creating levels, so a level category would be particularly useful.&lt;br /&gt;
** Separate Work-in-Progress (WIP) content so that a project team can share files and discussion internally. This is not the same as builder-to-builder which is about delivering finished assets to the wider builder community. This category has special privacy needs and can be excluded from searches.&lt;br /&gt;
&lt;br /&gt;
Categories to potentially remove or change:&lt;br /&gt;
* NWN module&lt;br /&gt;
* It is a bit confusing to have &amp;quot;Dragon Age Addons&amp;quot; as well as &amp;quot;DA Gameplay mods&amp;quot;, as to most people those categories overlap. Maybe &amp;quot;campaigns&amp;quot; and &amp;quot;extensions&amp;quot; would be clearer.&lt;br /&gt;
&lt;br /&gt;
* Replace the one-big-list project page with a splash page with links to separate categories. Include an &amp;quot;all mods&amp;quot; button so we can still get to the huge list if we want to. And allow mods to be in more than one category.&lt;br /&gt;
&lt;br /&gt;
The list of project categories, in order, at the time of writing is&lt;br /&gt;
&lt;br /&gt;
* Dragon Age addons&lt;br /&gt;
* NWN Modules&lt;br /&gt;
* Builder - DA Mods&lt;br /&gt;
* Builder - DA Textures&lt;br /&gt;
* DA Playable Modules&lt;br /&gt;
* Builder - DA Utilities&lt;br /&gt;
* Builder - DA VO files&lt;br /&gt;
* DA Gameplay Mods&lt;br /&gt;
* DA Item/Armor/Weapon Mods&lt;br /&gt;
* DA Character Mods&lt;br /&gt;
&lt;br /&gt;
Whether or not these names are final, and even though it may not be all that relevant at the moment, I think the list should be sorted either by category or game, in alphabetical order, and that games only be represented in their short form. E.g.&lt;br /&gt;
&lt;br /&gt;
* ...&lt;br /&gt;
* Modules - DA(:O)&lt;br /&gt;
* Modules - NWN&lt;br /&gt;
* ...&lt;br /&gt;
* Textures - DA(:O)&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* ...&lt;br /&gt;
* DA(:O) - Modules&lt;br /&gt;
* DA(:O) - Textures&lt;br /&gt;
* DA(:O) - Utilities (what are those anyway?)&lt;br /&gt;
* DA(:O) - VO Files&lt;br /&gt;
* ...&lt;br /&gt;
* NWN - Modules&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
It would be worth looking at NWVault categories. Over time, some of them have become meaningless, but sub-categories like RPG, Hack &amp;amp; Slash etc are still useful. Language will be vital information for community modules!&lt;br /&gt;
&lt;br /&gt;
Don't forget the ability to reassign a projects category at any time. especially so that old projects can benefit from new addons.&lt;br /&gt;
&lt;br /&gt;
BioWare could also have a better definition for what belongs in each category and allow people to flag a project that doesn't match the category it was posted in.&lt;br /&gt;
&lt;br /&gt;
=== Alternative approach to classification: tags instead of categories ===&lt;br /&gt;
&lt;br /&gt;
Too many/too unspecific categories can cause similar projects to be categorized differently because they fit under too many categories. I would suggest only a very general level of categorization and leave the specifics to tags. For instance, allow only a single category for game modules but let the author assign Gameplay, Item, and Character (and any other) tags as applicable.&lt;br /&gt;
&lt;br /&gt;
Two things that would definitely have to be considered for such a solution are:&lt;br /&gt;
&lt;br /&gt;
* if the tags are gathered in one global list, some tags will not make any sense whatsoever for certain projects. On the other hand, category exclusive lists seems like a lot of database bloat, and what do you do when the tag(s) you're looking for are not (yet) in the category your project is in?&lt;br /&gt;
&lt;br /&gt;
* if only the author can assign tags, risk of vandalism is greatly reduced, not to say eliminated. Meanwhile, allowing all users to add/remove tags to/from projects greatly increases the likelihood of the average project being more appropriately categorized (tagged).&lt;br /&gt;
&lt;br /&gt;
== Subscribed projects view ==&lt;br /&gt;
&lt;br /&gt;
Under ''View'', add &amp;quot;Subscribed projects&amp;quot; - once I have found projects that are sufficiently interesting to want to follow them, I want to be able to find them again easily.  Not everyone knows of http://social.bioware.com/user_bw_projects_subscriptions.php&lt;br /&gt;
&lt;br /&gt;
== Project Comments ==&lt;br /&gt;
&lt;br /&gt;
The comments on Projects is horrible. If they can be made so you can have more than 10 per page and be able to jump to any page in the comments they'd be much better.&lt;br /&gt;
&lt;br /&gt;
Please show the latest comments first. Currently when you go to view comments under a project, it shows the very first comments.  It is supposed to show the newest comments first.  In the case of a project that has 190 comments, for example, that means one has to click Next Page 19 times!&lt;br /&gt;
&lt;br /&gt;
or simply give us a Last page &amp;gt;&amp;gt; and &amp;lt;&amp;lt; First Page on Projects and Groups.&lt;br /&gt;
&lt;br /&gt;
== Captchas in project forums ==&lt;br /&gt;
&lt;br /&gt;
Could we drop having to solve a captcha to post in a project forum? It ties into the problem above about the comment system, which is all the captcha system probably reinforces, and seems kind of pointless given how somebody could just spam up the comments anyway.&lt;br /&gt;
&lt;br /&gt;
== Extend valid file types for projects ==&lt;br /&gt;
&lt;br /&gt;
I created (what is now) a DA Playable Modules project.  In addition to uploading the module (DAZIP) file I want to upload the builder-to-builder (DADBDATA) file and the art resources (in this case just LVL files) so that the community could see how we made the module. However the valid types for a DA Playable Modules project do not allow these file types.  I am loathe to made another project simply to accommodate these additional file types so I am requesting the project's file types be extended to allow all extensions associated with Dragon Age and ZIP/RAR in addition to the ones already allowed.&lt;br /&gt;
&lt;br /&gt;
See: [http://social.bioware.com/project/334/discussion/586/ Little Red Riding Hood Redux] for the example&lt;br /&gt;
&lt;br /&gt;
== Number of files for projects ==&lt;br /&gt;
&lt;br /&gt;
The limit of 10 files per project isn't appropriate for WIP projects, which will need considerably more.&lt;br /&gt;
&lt;br /&gt;
Can we have a Delete File button, too?&lt;br /&gt;
&lt;br /&gt;
== Project/Group &amp;quot;Discussions&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Project and Group discussion areas should be replaced with full &amp;quot;Forum&amp;quot; functionality.  The owner of the Group/Project should have the ability to assign Moderators.  They should be able to set up Forum Areas, Sticky Posts, Moderate, and do all other things that a Moderator might otherwise be able to do.  This would allow for a lot more flexibility and &amp;quot;site stickiness&amp;quot; for groups of people that do things together.  Also, any upgrades to the forums functionality could be added to this construct at the same time, thereby eliminating the need for two sets of codebase for what is virtually the same activity.&lt;br /&gt;
&lt;br /&gt;
If this is not possible, the closer we can get, the better.&lt;br /&gt;
&lt;br /&gt;
== Seeking Help ==&lt;br /&gt;
&lt;br /&gt;
BUG - The Browse Groups filter doesn't always work. For example, the Crown of Creation group [http://social.bioware.com/group/97/] is seeking help in four categories, but it only shows up in Browse Groups for the first category, Cinematics.&lt;br /&gt;
&lt;br /&gt;
Also, searching for Friends by proficiency doesn't work at all.&lt;br /&gt;
&lt;br /&gt;
{{EV|216207|[[User:BryanDerksen|BryanDerksen]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Feature requests]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Plot_GUID_bug&amp;diff=19982</id>
		<title>Plot GUID bug</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Plot_GUID_bug&amp;diff=19982"/>
				<updated>2022-02-01T16:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Verison 1.0 of the Dragon Age toolset has a subtle but potentially devastating bug. Put simply, the core plot resources that were included with the toolset had different internal identification numbers (GUIDs) than the versions that were used when the retail version of the game was created. The result is that whenever a core plot file is exported it overrides the plot in the preinstalled main campaign, and then none of the other resources in the game are able to reference it any more. The game's scripts and conversations are unable to determine the state of the affected plots, and are unable to update the state of the plot.&lt;br /&gt;
&lt;br /&gt;
'''Version 1.01 of the toolset corrects this bug. See [[database migration]] for information on how to bring your content forward into the new corrected database.'''&lt;br /&gt;
&lt;br /&gt;
== Symptoms ==&lt;br /&gt;
&lt;br /&gt;
The resulting symptoms are many and varied, depending on where you are in the game and which core plot files have been exported. The most common symptoms include: Party Camp being empty (a result of the plot that tracks which party members have joined you being inaccessible), character generation failing (many options you choose during character generation are recorded in plots that are commonly referenced throughout the game), and party member approval ceasing to update properly.&lt;br /&gt;
&lt;br /&gt;
== How to repair your game ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll need to do is to remove the faulty exported plot files from your core override directory. You will find them here:&lt;br /&gt;
&lt;br /&gt;
: My Documents\Bioware\Dragon Age\packages\core\override&lt;br /&gt;
&lt;br /&gt;
Delete the contents of this directory. Once they're gone the game will revert back to using the resources that were originally included with the retail version.&lt;br /&gt;
&lt;br /&gt;
If you have saved your game between exporting those core resources and now, the savegame will have faulty plot ID numbers recorded in it and remain broken. The savegame can be repaired manually but it will take a bit more work; if you've only lost a few hours of gameplay it may be simplest to just go back to a previous save and work from there.&lt;br /&gt;
&lt;br /&gt;
Manual repair involves opening the savegame's .das file in the toolset; it is a [[GFF]]-formatted file and will be opened in the GFF editor. You'll need to find the plots' values and correct them.&lt;br /&gt;
&lt;br /&gt;
== How to repair the toolset's database ==&lt;br /&gt;
&lt;br /&gt;
You can fix some of the plot files by running the following SQL command on your toolset's database.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UPDATE t_Plot SET GUID = '1c5a23c1-30e5-488a-bc18-a4163ebab35b' WHERE GUID = '1d9f7c93-cd25-4d2b-ad40-570702940982'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'c9736a91-f424-4075-8e57-0d9ecd796597' WHERE GUID = '4f2c2ef2-3f00-4c4a-a0d1-d89f60f17e76'&lt;br /&gt;
UPDATE t_Plot SET GUID = '64f06db1-ed4b-49f1-8df3-26a0b1c2d06c' WHERE GUID = '244aa66e-e965-4340-9a92-247e46aaa0de'&lt;br /&gt;
UPDATE t_Plot SET GUID = '25bc6f5e-8da8-4793-8245-071233433332' WHERE GUID = '2aa159b2-a22e-4efa-aa25-590fa07e7a02'&lt;br /&gt;
UPDATE t_Plot SET GUID = '840c666e-a1fe-48cb-a260-ab1fe42fcfa7' WHERE GUID = 'caab223e-bb42-4b97-b984-0e619079470c'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'be2ab95b-dd97-4d14-8907-4134675ebbbd' WHERE GUID = '0d7bc736-4f62-40bb-9559-ceab38410f67'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'e8cebfa6-eb23-45eb-b704-df06d794c803' WHERE GUID = '10b213fb-92a5-4b52-bd1c-5f630a3499d5'&lt;br /&gt;
UPDATE t_Plot SET GUID = '1fd3a44c-147d-4af3-b5ee-7f62707359ff' WHERE GUID = '6195c7c8-385f-415a-beec-3a642a8900ab'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'e8e833ac-06c0-4bf2-a326-1a7937542d75' WHERE GUID = 'b02a8c69-1126-43c9-af5f-0274b28ae773'&lt;br /&gt;
UPDATE t_Plot SET GUID = '02f47300-3c81-44d0-83b7-69186b7d6813' WHERE GUID = 'bf9a4701-e284-4a4b-bc14-32b4ce46753d'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'b0b1de08-0c77-4706-bb5e-c49fa70756b5' WHERE GUID = '7783c5ca-49bf-4fa0-9dde-c696a6e1cde3'&lt;br /&gt;
UPDATE t_Plot SET GUID = '52901f57-0994-4f2f-86fd-b61793ba6b14' WHERE GUID = 'e41b7996-49bb-4a69-9f89-ea48049d4015'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'ee97cff0-12d3-4c49-a774-13140d991475' WHERE GUID = 'c6fd6f4e-f99f-488f-b5e6-9bc2e92b2634'&lt;br /&gt;
UPDATE t_Plot SET GUID = '68f1b23e-b3ea-42f5-b363-abe7feb86a50' WHERE GUID = '83147f27-9833-42c1-b59f-95c232575c91'&lt;br /&gt;
UPDATE t_Plot SET GUID = '69fa27e2-5b81-420a-b040-f7885531a408' WHERE GUID = 'a16ccbd9-4842-4eae-be75-166a26e8c1c2'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'f2ebb79c-8ef1-42ad-91dc-9e2d1bea74e2' WHERE GUID = '621e860f-c6c7-4659-b5ad-790071651593'&lt;br /&gt;
UPDATE t_Plot SET GUID = '296ed10d-de48-4602-b19f-9c6c3fc30611' WHERE GUID = '3201f04f-842a-4dba-b04c-6eda959db514'&lt;br /&gt;
UPDATE t_Plot SET GUID = '1820f284-3fc3-4b59-97a8-8f0113161f6c' WHERE GUID = 'ebb20b7c-9274-4cb1-af76-5a8abbf06b68'&lt;br /&gt;
UPDATE t_Plot SET GUID = 'f1722d10-291a-4474-bbd2-613033c343fd' WHERE GUID = '3f3ad0ce-6808-4cf9-9b6c-4c185eb93099'&lt;br /&gt;
UPDATE t_Plot SET GUID = '1c8fb9a0-415d-477b-b7ec-ae455efcd403' WHERE GUID = '0df43f85-e145-417c-9eba-f6d27399aed7'&lt;br /&gt;
UPDATE t_Plot SET GUID = '7d6c7fa8-d644-4111-a4c5-ce642e01e7f0' WHERE GUID = '29a292ca-f492-40cf-9e88-e09acb6f66f5' &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that we haven't verified that this will catch all of the resources that were affected, so you should still take care to empty your core override directory when playing the main campaign if you want to be sure nothing else will break.&lt;br /&gt;
&lt;br /&gt;
A new version of the toolset is being worked on that will include a repaired core database, so you may prefer instead to just wait a few days for it to come out.&lt;br /&gt;
&lt;br /&gt;
For a preview of the corrected core database, apply to join the group http://social.bioware.com/group/721/ and you'll be able to download a backup of it.&lt;br /&gt;
&lt;br /&gt;
== How did this happen? ==&lt;br /&gt;
&lt;br /&gt;
The root cause of the problem was a subtle flaw in how the toolset handled the [[builder to builder]] process for plot files. The builder to builder output files included the plot's GUID in them, but when the builder to builder file is loaded the toolset ignores the recorded GUID and generates a new random GUID for the plot file as if it had been newly created from scratch.&lt;br /&gt;
&lt;br /&gt;
When the toolset's database was prepared for inclusion in the toolset installer, it was first created as a blank database and then the game's core resources were imported into it using the builder to builder process. This is where the GUIDs went out of synch. The problem wasn't caught in subsequent QA since the focus of testing was on whether the toolset was capable of exporting a playable version of the demo module, as the main campaign's resources weren't included. The toolset is capable of doing that just fine since there's no preexisting demo module resources for the exported plot files to have incompatibilities with.&lt;br /&gt;
&lt;br /&gt;
== Forum thread ==&lt;br /&gt;
&lt;br /&gt;
The problem was worked out in this thread on the toolset forum: http://social.bioware.com/forum/1/topic/8/index/114380&lt;br /&gt;
&lt;br /&gt;
[[Category:Closed bugs]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=On_NPC_Mod_Creation_and_Compatibility,_while_being_the_least_intrusive_to_core_game_resources/ru&amp;diff=19981</id>
		<title>On NPC Mod Creation and Compatibility, while being the least intrusive to core game resources/ru</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=On_NPC_Mod_Creation_and_Compatibility,_while_being_the_least_intrusive_to_core_game_resources/ru&amp;diff=19981"/>
				<updated>2022-02-01T16:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
The purpose of this wiki is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce NPC followers.&lt;br /&gt;
&lt;br /&gt;
I'll share with you my approach to handling companions, based on what I have done with my mod, [http://social.bioware.com/project/3152/ Quests and Legends], my experiments and experience. My goal has always been to be the least intrusive to the game core resources (meaning don't change them at all), while having the companion behave appropriately in most parts of the game.&lt;br /&gt;
&lt;br /&gt;
What I'll talk about here works for Patch 1.02, but after some testing, it seems to be working fine also for those with Awakening and/or even Patch 1.03. So there's something going on with the flags probably of Patch 1.04 (they changed from these below?). This patch has always broken my game when I installed it so I don't know what the problem is there.&lt;br /&gt;
&lt;br /&gt;
I've opened a discussion thread [http://social.bioware.com/project/3152/discussion/2722/ here]. Please join in with your questions/comments/suggestions.&lt;br /&gt;
&lt;br /&gt;
Everything you see below is done WITHOUT changing game resources. Let us begin.&lt;br /&gt;
&lt;br /&gt;
=Understanding the game mechanics and the module event script=&lt;br /&gt;
&lt;br /&gt;
We first need to discuss how the game makes use of scripts, and in particular our module event scripts (every mod has one). Everytime something happens in the game, e.g., you open or close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (probably in the order the mods where installed) as well as the core game scripts (typically these are processed first). &lt;br /&gt;
&lt;br /&gt;
So if we want to capture the behavior of our NPC follower or a major event of the game it can be done here, e.g., the PC selected or dropped the follower in the partypicker, you begin travel, or the PC just finished talking to everyone at the gates in the climax, or the game is over and we're at the slideshow.&lt;br /&gt;
&lt;br /&gt;
This game structure is indeed brilliant since it allows the main game and all mods installed to handle and process the same event, say EVENT_TYPE_BEGIN_TRAVEL or EVENT_TYPE_MODULE_HANDLE_GIFT or EVENT_TYPE_WORLD_MAP_CLOSED and so forth.&lt;br /&gt;
&lt;br /&gt;
=What we can't and can do=&lt;br /&gt;
&lt;br /&gt;
The only major resource we have to change is the partypicker, otherwise our NPC's won't show up. There is a way around this(item 4 below).&lt;br /&gt;
&lt;br /&gt;
If you want your NPC to interject in the middle of a major dialog, that dialog resource has to be changed (I can't see any way around this one).&lt;br /&gt;
&lt;br /&gt;
The thing to keep in mind is that every time something happens in the game, certain flags from core game resources are set. We can capture when these are set and continue the process appropriately.&lt;br /&gt;
&lt;br /&gt;
In this way, I'll show you how '''we can do''' the following (I've done these for my mod Valeria, WITHOUT changing any core game resources, I'll use her as a reference):&lt;br /&gt;
&lt;br /&gt;
1) Valeria banters with the party randomly WITHOUT changing any original game scripts.&lt;br /&gt;
&lt;br /&gt;
2) Valeria accepts specific gifts WITHOUT changing the game scripts.&lt;br /&gt;
&lt;br /&gt;
3) Valeria is in a nightmare area WITHOUT changing the game scripts.&lt;br /&gt;
&lt;br /&gt;
4) Valeria has a dialog option to eliminate problems with partypicker compatibility. If she doesn't show up in the partypicker she can still be picked up or sent back to camp.&lt;br /&gt;
&lt;br /&gt;
5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game.&lt;br /&gt;
&lt;br /&gt;
6) Valeria appears in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources of the game.&lt;br /&gt;
&lt;br /&gt;
7) Valeria behaves appropriately if the PC gets captured WITHOUT changing resources of the game.&lt;br /&gt;
&lt;br /&gt;
8) Slideshow post coronation WITHOUT changing the resources of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything on this wiki is currently written in such a way that only item 2, requires further modifications to make the scripts disjoint, so we can all use it(should you choose to) without conflicts and bugs.&lt;br /&gt;
&lt;br /&gt;
General Note: The dynamic stage acl_1p is used in most dialogs you see below. Remember to check the &amp;quot;At current location&amp;quot; tick box. Actor1 should be PLAYER, Actor2 should be owner.&lt;br /&gt;
&lt;br /&gt;
=What do we need?=&lt;br /&gt;
&lt;br /&gt;
Well, basic knowledge of the toolset and scripting.&lt;br /&gt;
&lt;br /&gt;
a) The NPC mod event handler, say &amp;quot;valeria_event_handler&amp;quot;. The companion Valeria is given the tag, &amp;quot;valeria_npc&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b) A plot to hold all our NPC flags, call it &amp;quot;valeria_npc_hire&amp;quot;. In the handler we should have the include:&lt;br /&gt;
&lt;br /&gt;
'''#include &amp;quot;plt_valeria_npc_hire&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
c) We need the following basic FLAGS: PARTY_VALERIA_IN_PARTY, PARTY_VALERIA_JOINED, VALERIA_CHECK_RUNIT&lt;br /&gt;
&lt;br /&gt;
These are there to handle Valeria(is she in party?, has she joined? do we need to run the script? it has to be done if we're in a camp site. you'll see what script)&lt;br /&gt;
&lt;br /&gt;
d) Other flags to set when needed: VALERIA_WYNNE_KILLED, VALERIA_RESPONSE_TO_BAD, VALERIA_ENTER_FADE, VALERIA_HAS_NIGHTMARE_A, VALERIA_HAS_NIGHTMARE_B, VALERIA_HAS_NIGHTMARE_C, VALERIA_SLOTH_DEMON_ATTACKS, VALERIA_SLOTH_DEMON_DEFEATED, VALERIA_WYNNE_KILLED_AT_CULLEN, VALERIA_DEN_CAPTURED_PC_CAPTURED, VALERIA_CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY, VALERIA_EPI_JUMP_TO_SLIDE_SHOW, VALERIA_FIGHTING_ARCHDEMON&lt;br /&gt;
&lt;br /&gt;
If you drop the valeria_ prefix (FOR YOUR MOD USE A DIFFERENT PREFIX EVERYWHERE) you'll recognize some flags from the original game. Everytime those are set, we'll need to set a corresponding flag in our NPC plot, so we run things only once.&lt;br /&gt;
&lt;br /&gt;
I'll tell you which plots from the main game we need depending on what we're trying to do.&lt;br /&gt;
&lt;br /&gt;
=Basic structure of the module event handler=&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//core includes here&lt;br /&gt;
&lt;br /&gt;
//core plot includes&lt;br /&gt;
&lt;br /&gt;
//valeria function, plots etc, includes&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_npc_hire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//constant definitions here&lt;br /&gt;
&lt;br /&gt;
//function definitions here&lt;br /&gt;
&lt;br /&gt;
(all this part 1)&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    object oPC = GetHero(),me=OBJECT_SELF,ohire;&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    //function calls here, other important checks (part 2)&lt;br /&gt;
    //capture events&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
     .....(part 3)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//functions here (part 4)&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
For what follows, I'll break the event script into four parts for quick reference: Includes, (Main) Body, (Event) Handling, Functions&lt;br /&gt;
&lt;br /&gt;
=Capturing Main Campaign Event/Flag Changes, the function check_plot_changed()=&lt;br /&gt;
&lt;br /&gt;
The next script can be placed in the event handler, and allows us to capture and process main plot changes.&lt;br /&gt;
&lt;br /&gt;
I'll do this structure a first time here&lt;br /&gt;
&lt;br /&gt;
In 'includes' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;void check_plot_changed(object oVal);&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 'body' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
object oVal=UT_GetNearestObjectByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
check_plot_changed(oVal);&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 'functions' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//check if plot flags changed and act appropriately&lt;br /&gt;
&lt;br /&gt;
void check_plot_changed(object oVal)&lt;br /&gt;
{&lt;br /&gt;
    object oPC=GetHero(); //if Valeria has not joined return&lt;br /&gt;
//leave some room here for the slideshow script addition&lt;br /&gt;
//it has to go above this check, otherwise if you don't pick her up&lt;br /&gt;
//the script won't fire and the appropriate slides won't be shown&lt;br /&gt;
    if (!WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))&lt;br /&gt;
    return;&lt;br /&gt;
//every other addition to this function should be made below this check&lt;br /&gt;
...&lt;br /&gt;
//here depending on which core flag changed, act appropriately&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be changing this function appropriately below, depending on what we wish to do.&lt;br /&gt;
&lt;br /&gt;
=Potential Disadvantage (not certain, it might cause lag in slow systems)=&lt;br /&gt;
&lt;br /&gt;
Now that we know how the handlers behave (from mods and the core game) we need to discuss the possible problems with this approach.&lt;br /&gt;
&lt;br /&gt;
It all comes down to lag (although I don't really experience it but I put it here for completeness).&lt;br /&gt;
&lt;br /&gt;
Whenever we intercept an event in Event handling, all the commands in the event handler Body will fire. That might slow some low end systems down.&lt;br /&gt;
&lt;br /&gt;
=Random banters=&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
A dialog resource, say &amp;quot;valeria_random_banter.dlg&amp;quot;, a script &amp;quot;valeria_random_banters.nss&amp;quot; and a plot &amp;quot;valeria_random_banters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You will notice that they are done in order of appearance in the .dlg file. Of course one can change that. Meaning if Alistair is in, all his banters will go through first, then Moriggan, then Leliana ,etc, the way I had them in my file. To change that you can add a random chance to see if you initiate dialog with the party member.(see the script below, it is trivial)&lt;br /&gt;
&lt;br /&gt;
==valeria_random_banters.nss==&lt;br /&gt;
First create this script. You can see what flags you need in plt_valeria_random_banters below (basically a flag for each companion you want Valeria to banter with). Alternatively, you can use the core plots to check who is in the party, but I find this more efficient, since we got full control over the script and plot resource.&lt;br /&gt;
&lt;br /&gt;
//file valeria_random_banters.nss&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_random_banter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void  main()&lt;br /&gt;
{&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ALISTAIR_IN_PARTY, FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, MORRIGAN_IN_PARTY, FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, LELIANA_IN_PARTY, FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, WYNNE_IN_PARTY, FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ZEVRAN_IN_PARTY, FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, FALSE);&lt;br /&gt;
    object [] arParty = GetPartyList(GetHero());&lt;br /&gt;
    int i;&lt;br /&gt;
    int nSize = GetArraySize(arParty);&lt;br /&gt;
    int which=Random(nSize)+1;&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_alistair&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ALISTAIR_IN_PARTY, TRUE);&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_morrigan&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, MORRIGAN_IN_PARTY, TRUE);&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_leliana&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, LELIANA_IN_PARTY, TRUE);&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_wynne&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, WYNNE_IN_PARTY, TRUE);&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_zevran&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ZEVRAN_IN_PARTY, TRUE);&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_dog&amp;quot;)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, TRUE);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//to add a random chance for the party member to banter with Valeria you can simply change&lt;br /&gt;
...&lt;br /&gt;
    if(GetTag(arParty[which]) == &amp;quot;gen00fl_dog&amp;quot; &amp;amp;&amp;amp; Random(10)==1)&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, TRUE);&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way it won't circle through all the banters of Alistair, then Morrigan's etc, but it will skip them with some probability (90%). This means the probability of an actual banter starting is .0025*.1=.00025 (1/400=.0025).&lt;br /&gt;
&lt;br /&gt;
==Changes in valeria_event_handler==&lt;br /&gt;
I'll do this structure again(last time), the rest will be the same:&lt;br /&gt;
&lt;br /&gt;
In 'includes' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;void valeria_banter();&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 'body' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//valeria banter: run this only if valeria is in active party&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        valeria_banter();&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 'functions' add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void valeria_banter()&lt;br /&gt;
{&lt;br /&gt;
    if(Random(400)!=1)//1 in 400 chance to start banter&lt;br /&gt;
        return;&lt;br /&gt;
    if(GetCombatState(GetHero()))//don't start if in combat&lt;br /&gt;
        return;&lt;br /&gt;
    object [] arParty = GetPartyList(GetHero());&lt;br /&gt;
    int i;&lt;br /&gt;
    int nSize = GetArraySize(arParty);&lt;br /&gt;
    if(nSize&amp;lt;=2)//if only valeria and the PC no banter&lt;br /&gt;
        return;&lt;br /&gt;
    for(i=0;i&amp;lt;nSize;i++)&lt;br /&gt;
        if(!ClearAmbientDialogs(arParty[i]))&lt;br /&gt;
            return;&lt;br /&gt;
    object oval=UT_GetNearestObjectByTag(GetHero(),&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
    UT_Talk(oval,GetHero(),R&amp;quot;valeria_random_banter.dlg&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Structure of the file valeria_random_banter.dlg==&lt;br /&gt;
Everything should be set to AMBIENT. First notice where we call the random_banter_script.&lt;br /&gt;
&lt;br /&gt;
[[image:Banters1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now, notice how we structure all the npc's we want Valeria to banter with. First is Alistair, if he's in the party, and so forth.&lt;br /&gt;
&lt;br /&gt;
[[image:Banters2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Second is Morrigan and so forth.&lt;br /&gt;
&lt;br /&gt;
[[image:Banters5.JPG]]&lt;br /&gt;
&lt;br /&gt;
Notice that once a banter starts, it will never be shown again.&lt;br /&gt;
&lt;br /&gt;
[[image:Banters3.JPG]]&lt;br /&gt;
&lt;br /&gt;
An example with 3 NPC's (this is a dog banter with Valeria, and Zevran, if he's in the party(notice the condition C, using the valeria_random_banters flag) he joins in).&lt;br /&gt;
&lt;br /&gt;
[[image:Banters4.JPG]]&lt;br /&gt;
&lt;br /&gt;
=End game Slideshow=&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
The core plot file epipt_main, contains the variable EPI_JUMP_TO_SLIDE_SHOW, which is set once you talk to the guard post-coronation at the doors and the end slideshow begins.&lt;br /&gt;
&lt;br /&gt;
Add the variable VALERIA_EPI_JUMP_TO_SLIDE_SHOW in the companion VALERIA_NPC_HIRE plot, so we only do this once. We also need the dlg file with the slide dialog and pretty pictures. I use my main dialog file for this, you don't have to: valeria_npc.dlg&lt;br /&gt;
&lt;br /&gt;
To implement:&lt;br /&gt;
&lt;br /&gt;
In includes, add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;#include &amp;quot;plt_epipt_main&amp;quot;&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function check_plot_changed() add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
    //valeria in the epilogue&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_EPIPT_MAIN,EPI_JUMP_TO_SLIDE_SHOW) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_EPI_JUMP_TO_SLIDE_SHOW))&lt;br /&gt;
    {&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_EPI_JUMP_TO_SLIDE_SHOW,TRUE);&lt;br /&gt;
        BeginSlideshow(R&amp;quot;valeria_npc.dlg&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
//it has to go above this check, otherwise if you don't pick her up&lt;br /&gt;
//the script won't fire and the appropriate slides won't be shown&lt;br /&gt;
    if (!WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Structure of the file valeria_npc.dlg==&lt;br /&gt;
&lt;br /&gt;
Note the check to see if the end game slides have run. I'm assuming the game ends after, so this runs only once and it's done. If another mod has the same setup (with different names for plots, flags etc) that mod script should run and continue the slideshow until the bioware credits run.&lt;br /&gt;
&lt;br /&gt;
[[image:Slideshow1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now display the appropriate text and picture (it is set on the slideshow tab) depending on which flags from the companion mod are true (depending on whether the PC helped the companion and so forth)&lt;br /&gt;
&lt;br /&gt;
[[image:Slideshow2.JPG]]&lt;br /&gt;
&lt;br /&gt;
=Valeria at the gates in the climax=&lt;br /&gt;
In the climax, you get a last chance to switch your party, where everyone parades in front of you. Well... the right behavior is to first talk to Riordan, he opens the partypicker, you may choose whom you want and then the parade begins. &lt;br /&gt;
&lt;br /&gt;
Once you close the partypicker, Valeria will speak before/or after everyone else is done, so it runs smoothly. Now since many mods might skrew up the partypicker (by not including certain chars), you might have Valeria not showing up. At this stage you won't be allowed to use the dialog option anymore, to get her to join. &lt;br /&gt;
&lt;br /&gt;
You could be intrusive here and force her in the partypicker, but if everyone does it we're in trouble. So I don't recommend it (I did finally implement it this way recently). But, it is best to handle partypicker compatibility by including all waypoints for all NPC's in the char_stage.&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
The plot clipt_main contains the important flag CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY, and as it says, it becomes true when the PC is done setting the final party. So, create in the VALERIA_NPC_HIRE plot the flag VALERIA_CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY, so we do this only once.&lt;br /&gt;
&lt;br /&gt;
To implement:&lt;br /&gt;
&lt;br /&gt;
In includes, add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;#include &amp;quot;plt_clipt_main&amp;quot;&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function check_plot_changed() add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//valeria at the gates&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CLIPT_MAIN,CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY))&lt;br /&gt;
    {&lt;br /&gt;
//the next 4 lines takes care of her, regardless of whether you added &lt;br /&gt;
//her to the party. this way she will show up when your companions&lt;br /&gt;
//defend the gate, choose another location of course&lt;br /&gt;
        location ValeriaLoc;&lt;br /&gt;
        object curArea=GetArea(oPC);&lt;br /&gt;
        ValeriaLoc=Location(curArea, Vector(123.24, 717.48, 0.0), -64.92);&lt;br /&gt;
        AddCommand(oVal, CommandJumpToLocation(ValeriaLoc));&lt;br /&gt;
&lt;br /&gt;
WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY,TRUE);&lt;br /&gt;
        if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
//this flag is important for the slideshow at the end&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_FIGHTING_ARCHDEMON,TRUE);&lt;br /&gt;
            WR_SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
            SetLocalInt(oVal, CREATURE_REWARD_FLAGS, 0);  //Allows the follower to gain XP&lt;br /&gt;
        }&lt;br /&gt;
        if(!WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_FIGHTING_ARCHDEMON,FALSE);&lt;br /&gt;
            WR_SetFollowerState(oVal, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
        }&lt;br /&gt;
        SetObjectActive(oVal,1);&lt;br /&gt;
        UT_Talk(oVal,oPC);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changing the Valeria dialog appropriately: valeria_npc.dlg==&lt;br /&gt;
Use the flag here, and depending on whether the PC added Valeria to the party, follow a different path.&lt;br /&gt;
&lt;br /&gt;
[[image:Gates1.JPG]]&lt;br /&gt;
&lt;br /&gt;
She complains if she wasn't selected to fight the archdemon, and she has every right.&lt;br /&gt;
&lt;br /&gt;
[[image:Gates2.JPG]]&lt;br /&gt;
&lt;br /&gt;
=Valeria initiates dialog at any point we feel like. Example: Killing Wynne(NOOO!!!)=&lt;br /&gt;
&lt;br /&gt;
I love this char, no-one should ever kill her, but if they do the char should lose approval unless it is that b... Morrigan, or Zevran etc.&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
Wynne could die in two places in the Circle: when you first pick her up or at Cullen.&lt;br /&gt;
&lt;br /&gt;
The plot CIR000PT_MAIN contains the two important flags for this: WYNNE_KILLED and WYNNE_KILLED_AT_CULLEN. So, create in the VALERIA_NPC_HIRE plot the flags VALERIA_WYNNE_KILLED and VALERIA_WYNNE_KILLED_AT_CULLEN, so we do this only once.&lt;br /&gt;
&lt;br /&gt;
To implement:&lt;br /&gt;
&lt;br /&gt;
In includes, add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;#include &amp;quot;plt_cir000pt_main&amp;quot;&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function check_plot_changed() add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    //fighting wynne&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CIR000PT_MAIN,WYNNE_KILLED) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_WYNNE_KILLED))&lt;br /&gt;
    {&lt;br /&gt;
        if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_RESPONSE_TO_BAD,TRUE);&lt;br /&gt;
            AdjustFollowerApproval(oVal,-10,TRUE);&lt;br /&gt;
            UT_Talk(oVal,oPC);&lt;br /&gt;
            valeria_approval();&lt;br /&gt;
        }&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_WYNNE_KILLED,TRUE);&lt;br /&gt;
    }&lt;br /&gt;
    //fighting wynne&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CIR000PT_MAIN,WYNNE_KILLED_AT_CULLEN) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_WYNNE_KILLED_AT_CULLEN))&lt;br /&gt;
    {&lt;br /&gt;
        if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_RESPONSE_TO_BAD,TRUE);&lt;br /&gt;
            AdjustFollowerApproval(oVal,-10,TRUE);&lt;br /&gt;
            UT_Talk(oVal,oPC);&lt;br /&gt;
            valeria_approval();&lt;br /&gt;
        }&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_WYNNE_KILLED_AT_CULLEN,TRUE);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The flag: VALERIA_RESPONSE_TO_BAD can be used in valeria_npc.dlg as shown below. The function valeria_approval() is explained in the gift handling section.&lt;br /&gt;
&lt;br /&gt;
==Changes in valeria_npc.dlg==&lt;br /&gt;
Use the flag VALERIA_RESPONSE_TO_BAD, first to enter the bad reaction node in the dialog.&lt;br /&gt;
&lt;br /&gt;
[[image:wynne1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Reset the flag&lt;br /&gt;
&lt;br /&gt;
[[image:wynne2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Depending on which situation we're in display the appropriate node (once per game). Showing what happens when Wynne is killed when first meeting her. But you should never do that...&lt;br /&gt;
&lt;br /&gt;
[[image:wynne3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=Valeria's behavior when the PC is captured(while saving Anora)=&lt;br /&gt;
While saving Anora, you might end up fighting Sir Cauthrien (or just surrender). If you lose you get captured and sent to prison. Valeria must be removed from the party otherwise she'll still be following the PC around. She cannot be chosen to go save the PC without changing the game resources, unless you capture it after the initial selection is done. Haven't done it but I'm guessing it could be done if you find the right flag.&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
The plot DENPT_CAPTURED contains the important flag for this: DEN_CAPTURED_PC_CAPTURED. So, create in the VALERIA_NPC_HIRE plot the flag VALERIA_DEN_CAPTURED_PC_CAPTURED, so we do this only once. &lt;br /&gt;
&lt;br /&gt;
To implement: &lt;br /&gt;
&lt;br /&gt;
In includes, add: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;#include &amp;quot;plt_denpt_captured&amp;quot;&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the function check_plot_changed() add: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//pc captured by cauthrien&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_DENPT_CAPTURED,DEN_CAPTURED_PC_CAPTURED) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_DEN_CAPTURED_PC_CAPTURED))&lt;br /&gt;
    {&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_DEN_CAPTURED_PC_CAPTURED,TRUE);&lt;br /&gt;
        if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetFollowerState(oVal, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
        }&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, FALSE);&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Valeria's behavior at camps=&lt;br /&gt;
&lt;br /&gt;
There are four main areas, where upon entering, Valeria has to behave accordingly, without changing the game scripts.&lt;br /&gt;
These are: the usual camp(tag=cam100ar_camp_plains, the second time you enter it, it's the same area thereafter), eamon's estate (tag=den211ar_arl_eamon_estate_1), eamon's castle at redcliffe (tag=cli300ar_redcliffe_castle), and post coronation (tag=epi300ar_post_coronation). When you test this: To make sure these changes in your companion's behavior work, you have to go to a save game just before you first pick them up, otherwise the flags won't be set. See the joining script for Valeria.&lt;br /&gt;
&lt;br /&gt;
==What we need== &lt;br /&gt;
&lt;br /&gt;
First add the flag VALERIA_CHECK_RUNIT in the companion plot VALERIA_NPC_HIRE. This one will allow us to know when to run the script to remove Valeria from the active party and move her to her right place, when we enter any of theses areas.&lt;br /&gt;
&lt;br /&gt;
We also need a function in the valeria_event_handler, call it,         Handle_Valeria_In_Camp.&lt;br /&gt;
&lt;br /&gt;
To implement: &lt;br /&gt;
&lt;br /&gt;
In includes, add: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;...&lt;br /&gt;
void Handle_Valeria_In_Camp(object curArea);&lt;br /&gt;
...&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the body, add:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
    object curArea=GetArea(oPC);&lt;br /&gt;
    object oArea = GetObjectByTag(&amp;quot;cam100ar_camp_plains&amp;quot;);&lt;br /&gt;
//valeria in camp&lt;br /&gt;
    object oVal=UT_GetNearestObjectByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
    if (GetTag(curArea)!=&amp;quot;cam100ar_camp_plains&amp;quot; &amp;amp;&amp;amp; GetTag(curArea)!=&amp;quot;den211ar_arl_eamon_estate_1&amp;quot; &amp;amp;&amp;amp; GetTag(curArea)!=&amp;quot;cli300ar_redcliffe_castle&amp;quot; &amp;amp;&amp;amp; GetTag(curArea)!=&amp;quot;epi300ar_post_coronation&amp;quot; &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT,TRUE);&lt;br /&gt;
    int runit=WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT);&lt;br /&gt;
    if (runit &amp;amp;&amp;amp; (GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot; || GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot; || GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot; || GetTag(curArea)==&amp;quot;epi300ar_post_coronation&amp;quot;) &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))&lt;br /&gt;
        Handle_Valeria_In_Camp(curArea);&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Module Events we need to capture==&lt;br /&gt;
&lt;br /&gt;
The module events: EVENT_TYPE_WORLD_MAP_CLOSED, EVENT_TYPE_PARTYMEMBER_ADDED, EVENT_TYPE_MODULE_GETCHARSTAGE(change the partypicker), EVENT_TYPE_PARTYMEMBER_DROPPED, are important for handling Valeria's behavior. The checks and ifs you see below essentially capture all the possible actions by the PC and make Valeria act accordingly, e.g., go open the worldmap in camp(the partypicker pops up), if canceled the map, put valeria back in place and out of the party, and so forth. These things are done automatically by core game scripts (like camp_functions_h) and mods that modify them. We don't change anything with this approach.&lt;br /&gt;
&lt;br /&gt;
Begin.&lt;br /&gt;
In Event Handling add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
//world map was closed and valeria was either chosen or not from the partypicker, she has to be taken care of since we're still in camp or we moved to another area.&lt;br /&gt;
&lt;br /&gt;
        case EVENT_TYPE_WORLD_MAP_CLOSED:&lt;br /&gt;
        {&lt;br /&gt;
            int nCloseType = GetEventInteger(ev, 0);&lt;br /&gt;
            object oVal=UT_GetNearestObjectByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT,TRUE);&lt;br /&gt;
            if (GetTag(curArea)==GetTag(oArea) &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED) &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
            {&lt;br /&gt;
                if (!nCloseType)//0 canceled, 1 means selected a pin&lt;br /&gt;
                {&lt;br /&gt;
                    SetFollowerState(oVal, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
                    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, FALSE);&lt;br /&gt;
                    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT,TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                else&lt;br /&gt;
                {&lt;br /&gt;
//don't run the camp script for valeria now, set runit=0;&lt;br /&gt;
&lt;br /&gt;
                    SetLocalInt(oVal, CREATURE_REWARD_FLAGS, 0);  //Allows the follower to gain XP&lt;br /&gt;
                    SetLocalInt(oVal, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
                    SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);  //Adds follower to the active party&lt;br /&gt;
                    AddCommand(oVal, CommandJumpToLocation(GetLocation(GetHero())));   //Ensures follower appears at PC's location.&lt;br /&gt;
                    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT,FALSE);&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
             break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
//valeria was chosen from the partypicker&lt;br /&gt;
&lt;br /&gt;
        case EVENT_TYPE_PARTYMEMBER_ADDED:&lt;br /&gt;
        {&lt;br /&gt;
            object oFollower = GetEventObject(ev, 0);&lt;br /&gt;
            if (GetTag(oFollower) == &amp;quot;valeria_npc&amp;quot;)&lt;br /&gt;
            {&lt;br /&gt;
                SetImmortal(oFollower,0);&lt;br /&gt;
                SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0);  //Allows the follower to gain XP&lt;br /&gt;
                SetLocalInt(oFollower, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
                SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE);  //Adds follower to the active party&lt;br /&gt;
                SetObjectActive(oFollower,1);&lt;br /&gt;
                AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero())));   //Ensures follower appears at PC's location.&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, TRUE);&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
//here we have dropped valeria from the party, using the partypicker&lt;br /&gt;
&lt;br /&gt;
        case EVENT_TYPE_PARTYMEMBER_DROPPED:&lt;br /&gt;
        {&lt;br /&gt;
              object oFollower = GetEventObject(ev, 0);&lt;br /&gt;
&lt;br /&gt;
              if (GetTag(oFollower) == &amp;quot;valeria_npc&amp;quot;)&lt;br /&gt;
              {&lt;br /&gt;
                SetImmortal(oFollower,1);&lt;br /&gt;
                SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE);  //Adds follower to the active party&lt;br /&gt;
&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, FALSE);&lt;br /&gt;
              }&lt;br /&gt;
              break;&lt;br /&gt;
&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
//here we change the partypicker to valeria_char_stage&lt;br /&gt;
&lt;br /&gt;
        case EVENT_TYPE_MODULE_GETCHARSTAGE:&lt;br /&gt;
        {&lt;br /&gt;
           SetPartyPickerStage(&amp;quot;valeria_char_stage&amp;quot;, &amp;quot;partypicker&amp;quot;);&lt;br /&gt;
           break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Handle_Valeria_In_Camp script==&lt;br /&gt;
&lt;br /&gt;
Here's the function to take care of Valeria's behavior appropriately. Use different locations for your companions of course.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void Handle_Valeria_In_Camp(object curArea)&lt;br /&gt;
{&lt;br /&gt;
    object oPC=GetHero();&lt;br /&gt;
&lt;br /&gt;
//spawn valeria in camp if she's joined&lt;br /&gt;
    object oVal=UT_GetNearestObjectByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
    location ValeriaLoc;&lt;br /&gt;
&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot;)&lt;br /&gt;
        ValeriaLoc=Location(curArea, Vector(135.85, 123.18, -0.08), -71.33);&lt;br /&gt;
&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot;)&lt;br /&gt;
        ValeriaLoc=Location(curArea, Vector(28.1, 4.75, 0.0), 176.33);&lt;br /&gt;
&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot;)&lt;br /&gt;
        ValeriaLoc=Location(curArea, Vector(2.56,-14.84, 0.0), -130.38);&lt;br /&gt;
&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;epi300ar_post_coronation&amp;quot;)&lt;br /&gt;
        ValeriaLoc=Location(curArea, Vector(15.73,4.3, 0.0), 13.16);&lt;br /&gt;
&lt;br /&gt;
    if(!IsObjectValid(oVal))&lt;br /&gt;
    {&lt;br /&gt;
        oVal=CreateObject(OBJECT_TYPE_CREATURE, R&amp;quot;valeria_npc.utc&amp;quot;, ValeriaLoc);&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        SetObjectActive(oVal,1);&lt;br /&gt;
        AddCommand(oVal, CommandJumpToLocation(ValeriaLoc));&lt;br /&gt;
    }&lt;br /&gt;
    SetFollowerState(oVal, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot;)&lt;br /&gt;
        Ambient_Start(oVal, AMBIENT_SYSTEM_ENABLED, AMBIENT_MOVE_NONE, AMBIENT_MOVE_PREFIX_NONE, 70, AMBIENT_ANIM_FREQ_ORDERED);&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot; ||GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot; || GetTag(curArea)==&amp;quot;epi300ar_post_coronation&amp;quot;)&lt;br /&gt;
        Ambient_Start(oVal, AMBIENT_SYSTEM_ENABLED, AMBIENT_MOVE_NONE, AMBIENT_MOVE_PREFIX_NONE, 56, AMBIENT_ANIM_FREQ_ORDERED);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY,FALSE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, VALERIA_CHECK_RUNIT,FALSE);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Valeria has a dialog choice to remove or add her to the active party=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/rant on&amp;gt;&lt;br /&gt;
The partypicker is the only resource what you really have to change in order to make your companion show up. No way around this. However, as more mods come out, disregarding what others have done, and changing game resources at will and without knowing what they're doing very often, installing more than one mod messes the whole game up.&lt;br /&gt;
&amp;lt;/rant off&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that pleasant thought in mind, here's an option to make all our companions &amp;quot;compatible&amp;quot;, in the sense that even if they don't show in the partypicker, you can still get them, or sent them back to camp.&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
In your npc dialog, say valeria_npc.dlg, we build an option as you see in the pretty pictures. You first notice that this option is available only if we haven't been through the last partypicker choosing  at the gates in the climax (when we talk to Riordan).&lt;br /&gt;
&lt;br /&gt;
[[image:camp1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Notice how we call the script valeria_come_with_me, to have her join the active party.&lt;br /&gt;
&lt;br /&gt;
[[image:camp2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Notice how we call the script valeria_go_back_to_camp, to sent her back to camp(remove from active party).&lt;br /&gt;
&lt;br /&gt;
[[image:camp3.JPG]]&lt;br /&gt;
&lt;br /&gt;
==The come hither script==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_npc_hire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    object me=OBJECT_SELF;&lt;br /&gt;
    SetImmortal(me,0);&lt;br /&gt;
    SetLocalInt(me, CREATURE_REWARD_FLAGS, 0); &lt;br /&gt;
    SetLocalInt(me, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
    SetFollowerState(me, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
    SetObjectActive(me,1);&lt;br /&gt;
    AddCommand(me, CommandJumpToLocation(GetLocation(GetHero())));   //Ensures follower appears at PC's location.&lt;br /&gt;
&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, TRUE);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The go back to camp script==&lt;br /&gt;
Notice the checks to see if we are in one of the camps. You should have different locations for your companions of course.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;sys_ambient_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_npc_hire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    object me=OBJECT_SELF;&lt;br /&gt;
    object curArea=GetArea(GetHero());&lt;br /&gt;
    SetFollowerState(me, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY,FALSE);&lt;br /&gt;
    if(GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot; || GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot; ||GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        location ValeriaLoc;&lt;br /&gt;
        if(GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot;)&lt;br /&gt;
            ValeriaLoc=Location(curArea, Vector(135.85, 123.18, -0.08), -71.33);&lt;br /&gt;
        if(GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot;)&lt;br /&gt;
            ValeriaLoc=Location(curArea, Vector(28.1, 4.75, 0.0), 176.33);&lt;br /&gt;
        if(GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot;)&lt;br /&gt;
            ValeriaLoc=Location(curArea, Vector(2.56,-14.84, 0.0), -130.38);&lt;br /&gt;
        SetObjectActive(me,1);&lt;br /&gt;
        AddCommand(me, CommandJumpToLocation(ValeriaLoc));&lt;br /&gt;
        if(GetTag(curArea)==&amp;quot;cam100ar_camp_plains&amp;quot;)&lt;br /&gt;
            Ambient_Start(me, AMBIENT_SYSTEM_ENABLED, AMBIENT_MOVE_NONE, AMBIENT_MOVE_PREFIX_NONE, 70, AMBIENT_ANIM_FREQ_ORDERED);&lt;br /&gt;
        if(GetTag(curArea)==&amp;quot;den211ar_arl_eamon_estate_1&amp;quot; ||GetTag(curArea)==&amp;quot;cli300ar_redcliffe_castle&amp;quot;)&lt;br /&gt;
            Ambient_Start(me, AMBIENT_SYSTEM_ENABLED, AMBIENT_MOVE_NONE, AMBIENT_MOVE_PREFIX_NONE, 56, AMBIENT_ANIM_FREQ_ORDERED);&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        SetObjectActive(me,0);&lt;br /&gt;
    }&lt;br /&gt;
        SetImmortal(me,1);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Valeria has her own nightmare in the fade/Behavior in the Fade=&lt;br /&gt;
&lt;br /&gt;
This tutorial and the gift handling are the hardest. There is so much stuff to do for this, I hope I don't forget anything. If someone tries it sent me message, tell me it worked. Otherwise I forgot something to tell you here probably. So let's take it slow.&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
When the PC first enters the fade, there are several important flags and module variables set automatically by the game. The plot resource of interest is CIR300PT_FADE and the flag ENTER_FADE, signals the PC is in Weisshaupt (where he/she meets the fake Duncan). This flag needs to be captured, so build the flag VALERIA_ENTER_FADE, into the NPC plot VALERIA_NPC_HIRE, in order to do this only once. There are three possible nightmares, each for each companion the PC had. We'll make it so our companion goes into the first available one.&lt;br /&gt;
&lt;br /&gt;
We also need to capture the following flags from CIR300PT_FADE: SLOTH_DEMON_ATTACKS (that's the demon that put you to sleep, you fight him at the end of the fade), and SLOTH_DEMON_DEFEATED (when the demon is killed Valeria has to come back to the party, if she didn't help fight the demon). &lt;br /&gt;
&lt;br /&gt;
So create in the plot VALERIA_NPC_HIRE the flags VALERIA_SLOTH_DEMON_ATTACKS, VALERIA_SLOTH_DEMON_DEFEATED (these are so we do it once), as well as, the following important flags for Valeria: VALERIA_HAS_NIGHTMARE_A, VALERIA_HAS_NIGHTMARE_B, VALERIA_HAS_NIGHTMARE_C (these three are to see to which area from the 3 possible Valeria is in)&lt;br /&gt;
&lt;br /&gt;
First add this in includes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
#include &amp;quot;plt_valeria_fade_nightmare&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_cir000pt_main&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_cir300pt_fade&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes in the function check_plot_changed==&lt;br /&gt;
&lt;br /&gt;
Add the following lines in check_plot_changed, to capture important events in the PC's travels in the fade:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
//enter the fade, remove valeria from party&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CIR300PT_FADE,ENTER_FADE) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_ENTER_FADE))&lt;br /&gt;
    {&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_ENTER_FADE,TRUE);&lt;br /&gt;
//if she was in the party when the demon put you to sleep, she needs &lt;br /&gt;
//to have a nightmare area for her&lt;br /&gt;
        if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))&lt;br /&gt;
        {&lt;br /&gt;
            SetFollowerState(oVal, FOLLOWER_STATE_AVAILABLE);  //Adds follower to the active party&lt;br /&gt;
//this flag is important, it tells us valeria has indeed a nightmare&lt;br /&gt;
//and will be used in her dialogs(see below)&lt;br /&gt;
            WR_SetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE,VALERIA_SLEEP,TRUE);&lt;br /&gt;
//which area to put valeria in. these module variables are set when &lt;br /&gt;
//first entering the fade and are positive if a companion nightmare &lt;br /&gt;
//area will have an actual companion in it (imagine going there with &lt;br /&gt;
//only 3 in the party, one area should be inactive, the value -1&lt;br /&gt;
//so circle through all 3 and see which one is the first available&lt;br /&gt;
//the core game scripts would put the other companions already in&lt;br /&gt;
//one of these, so we just find any available.&lt;br /&gt;
//so if say Rory(Ser Gilmore) and Valeria are in party, these scripts&lt;br /&gt;
//are disjoint and they would both behave appropriately&lt;br /&gt;
            int fol1=GetLocalInt(GetModule(),CIR_FADE_FOLLOWER_1);&lt;br /&gt;
            int fol2=GetLocalInt(GetModule(),CIR_FADE_FOLLOWER_2);&lt;br /&gt;
            int fol3=GetLocalInt(GetModule(),CIR_FADE_FOLLOWER_3);&lt;br /&gt;
            if(fol1&amp;lt;1)&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_A,TRUE);&lt;br /&gt;
            else if(fol2&amp;lt;1)&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_B,TRUE);&lt;br /&gt;
            else if(fol3&amp;lt;1)&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_C,TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY, FALSE);//not in party anymore anyways&lt;br /&gt;
    }&lt;br /&gt;
//fighting the demon in the fade&lt;br /&gt;
//after the PC makes it to the inner sanctum, they get to talk to the &lt;br /&gt;
//demon and the battle begins. This is captured here. Notice that if&lt;br /&gt;
//we have talked to Valeria in the fade, she should be brought back &lt;br /&gt;
//to help in battle.&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CIR300PT_FADE,SLOTH_DEMON_ATTACKS) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_SLOTH_DEMON_ATTACKS) &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE, VALERIA_TALKED_TO_IN_FADE))&lt;br /&gt;
    {&lt;br /&gt;
       WR_SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
       SetImmortal(oVal,0);&lt;br /&gt;
       WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_SLOTH_DEMON_ATTACKS,TRUE);&lt;br /&gt;
       WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY,TRUE);&lt;br /&gt;
       SetLocalInt(oVal, CREATURE_REWARD_FLAGS, 0);  //Allows the follower to gain XP&lt;br /&gt;
       SetLocalInt(oVal, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
       SetObjectActive(oVal,1);&lt;br /&gt;
       AddCommand(oVal, CommandJumpToLocation(GetLocation(GetHero())));   //Ensures follower appears at PC's location.&lt;br /&gt;
    }&lt;br /&gt;
//demon in the fade defeated, this is captured here&lt;br /&gt;
//if valeria was with the PC when he first entered the fade&lt;br /&gt;
//she should come back to him regardless of him talking to her in the fade&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_CIR300PT_FADE,SLOTH_DEMON_DEFEATED) &amp;amp;&amp;amp; !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_SLOTH_DEMON_DEFEATED) &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_SLEEP))&lt;br /&gt;
    {&lt;br /&gt;
       WR_SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
       WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY,TRUE);&lt;br /&gt;
       WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_SLOTH_DEMON_DEFEATED,TRUE);&lt;br /&gt;
       SetLocalInt(oVal, CREATURE_REWARD_FLAGS, 0);  //Allows the follower to gain XP&lt;br /&gt;
       SetLocalInt(oVal, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
       SetObjectActive(oVal,1);&lt;br /&gt;
       AddCommand(oVal, CommandJumpToLocation(GetLocation(GetHero())));   //Ensures follower appears at PC's location.&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The VALERIA_FADE_NIGHTMARE plot, it's journal and script==&lt;br /&gt;
&lt;br /&gt;
Another important point, is that the game uses another plot for each companion. So we need to create the plot VALERIA_FADE_NIGHTMARE that will contain similar variables to the corresponding game plot for a companion. Name them: VALERIA_DEMON_HOSTILE, VALERIA_DEMON_KILLED, VALERIA_REALISES_DEMON, VALERIA_RETURNS_TO_PARTY, VALERIA_SLEEP (these have to do with her behavior when we meet her in her nightmare), VALERIA_TALKED_TO_IN_FADE (if we went to Valeria's nightmare and talked her out of it) .&lt;br /&gt;
&lt;br /&gt;
Here is now the script for the plot VALERIA_FADE_NIGHTMARE (in the object inspector for the plot just change the standard plot_core script to this one). I call it: valeria_fade_subplot_script.nss&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;plot_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;cir_constants_h&amp;quot;&lt;br /&gt;
#include &amp;quot;cir_functions_h&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_valeria_fade_nightmare&amp;quot;&lt;br /&gt;
//this will look weird to you, but it shouldn't really(we're in the&lt;br /&gt;
//script not the definitions of the flags). when you see below you'll &lt;br /&gt;
//notice that certain flags from this plot are not set here, they are &lt;br /&gt;
//handled by global_plot_operations &lt;br /&gt;
//(just setting the flags to TRUE or FALSE nothing more)&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_npc_hire&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_cir300pt_fade&amp;quot;&lt;br /&gt;
&lt;br /&gt;
int StartingConditional()&lt;br /&gt;
{&lt;br /&gt;
    event eParms = GetCurrentEvent();                // Contains all input parameters&lt;br /&gt;
    int nType = GetEventType(eParms);               // GET or SET call&lt;br /&gt;
    string strPlot = GetEventString(eParms, 0);         // Plot GUID&lt;br /&gt;
    int nFlag = GetEventInteger(eParms, 1);          // The bit flag # being affected&lt;br /&gt;
    object oParty = GetEventCreator(eParms);      // The owner of the plot table for this script&lt;br /&gt;
    object oConversationOwner = GetEventObject(eParms, 0); // Owner on the conversation, if any&lt;br /&gt;
    int nResult = FALSE; // used to return value for DEFINED GET events&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oTarg;&lt;br /&gt;
    object oVal = UT_GetNearestCreatureByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
    plot_GlobalPlotHandler(eParms); // any global plot operations, including debug info&lt;br /&gt;
&lt;br /&gt;
    if(nType == EVENT_TYPE_SET_PLOT) // actions -&amp;gt; normal flags only&lt;br /&gt;
    {&lt;br /&gt;
        int nValue = GetEventInteger(eParms, 2);        // On SET call, the value about to be written (on a normal SET that should be '1', and on a 'clear' it should be '0')&lt;br /&gt;
        int nOldValue = GetEventInteger(eParms, 3);     // On SET call, the current flag value (can be either 1 or 0 regardless if it's a set or clear event)&lt;br /&gt;
        // IMPORTANT: The flag value on a SET event is set only AFTER this script finishes running!&lt;br /&gt;
        switch(nFlag)&lt;br /&gt;
        {&lt;br /&gt;
            case VALERIA_DEMON_HOSTILE:&lt;br /&gt;
            {&lt;br /&gt;
//when we speak to her, we might manage to make her realize she's in a nightmare, or not,&lt;br /&gt;
//if she realizes she'll help battling the demon pretending to be her sister&lt;br /&gt;
                    if(WR_GetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE, VALERIA_REALISES_DEMON) == TRUE)&lt;br /&gt;
                    { //Set to friendly&lt;br /&gt;
                        SetGroupId(oVal, GROUP_FRIENDLY);&lt;br /&gt;
                        WR_SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
                    }&lt;br /&gt;
                    else&lt;br /&gt;
                    { //If Valeria hasn't realised it is a demon set to neutral&lt;br /&gt;
                        SetGroupId(oVal, GROUP_NEUTRAL);&lt;br /&gt;
                    }&lt;br /&gt;
                    //Make Victoria into Incubus&lt;br /&gt;
//in the nightmare area I've created, 19741 is Victoria, Valeria's dead sister,&lt;br /&gt;
// and 19742 (initially inactive) is the Demon holding her&lt;br /&gt;
                    UT_TeamAppears(19741, FALSE);&lt;br /&gt;
                    UT_TeamAppears(19742, TRUE);&lt;br /&gt;
                    UT_TeamGoesHostile(19742, TRUE);&lt;br /&gt;
                    break;&lt;br /&gt;
            }&lt;br /&gt;
            case VALERIA_RETURNS_TO_PARTY:&lt;br /&gt;
            {&lt;br /&gt;
                WR_SetObjectActive(oVal, FALSE, BASE_ANIMATION_SLEEP, FADE_VFX_TELEPORT);&lt;br /&gt;
                if(WR_GetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE, VALERIA_REALISES_DEMON) == TRUE)&lt;br /&gt;
                { //Set to friendly&lt;br /&gt;
                    WR_SetFollowerState(oVal, FOLLOWER_STATE_UNAVAILABLE);&lt;br /&gt;
//                    WR_SetFollowerState(oVal, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
//                    WR_SetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE,VALERIA_SLEEP,FALSE);&lt;br /&gt;
//                    WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY,TRUE);&lt;br /&gt;
                }&lt;br /&gt;
//the nightmare variables are set in the function check_plot_changed(see above), &lt;br /&gt;
//what we are setting here, are the plot variables that will change the &lt;br /&gt;
//actual area in the fade map to done. you can see those variables below&lt;br /&gt;
                if (WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_A))&lt;br /&gt;
                {&lt;br /&gt;
                     WR_SetPlotFlag(PLT_CIR300PT_FADE_PORTAL, FADE_PORTAL_GREEN_1_COMPLETE, TRUE, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                else if (WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_B))&lt;br /&gt;
                {&lt;br /&gt;
                     WR_SetPlotFlag(PLT_CIR300PT_FADE_PORTAL, FADE_PORTAL_GREEN_2_COMPLETE, TRUE, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                else if (WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_C))&lt;br /&gt;
                {&lt;br /&gt;
                     WR_SetPlotFlag(PLT_CIR300PT_FADE_PORTAL, FADE_PORTAL_GREEN_3_COMPLETE, TRUE, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
     }&lt;br /&gt;
     else // EVENT_TYPE_GET_PLOT -&amp;gt; defined conditions only&lt;br /&gt;
     {&lt;br /&gt;
&lt;br /&gt;
        switch(nFlag)&lt;br /&gt;
        {&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    plot_OutputDefinedFlag(eParms, nResult);&lt;br /&gt;
&lt;br /&gt;
    return nResult;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forgot(told ye I would). Here's how to add the right journal entries, and also, how to define the plot properties (see the object inspector on the right). Notice this plot has to be a subplot to cir300pt_fade so what we get the correct Journal behavior as well (like the game does). Notice when the quest is done and we set this as the final entry (Final=Yes).&lt;br /&gt;
[[image:nightmare11.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare12.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Taking care of Valeria's dialog in her nightmare area==&lt;br /&gt;
&lt;br /&gt;
I am using a stage for this, with the appropriate options set in the dialog. I won't go into it. You can do that.&lt;br /&gt;
&lt;br /&gt;
The flags in VALERIA_FADE_NIGHTMARE are important here. Notice the check for the SLEEP flag here. Also notice we only run this dialog once.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now you can do whatever you want, but I find this approach best. Notice the first of two options, checks to see if the PC has 3 ranks in persuasion. If that happens, Valeria snaps out of it right away. &lt;br /&gt;
&lt;br /&gt;
[[image:nightmare2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now notice how the REALISES_DEMON variable is set, so that Valeria will help in the battle with the demon acting as her sister.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare3.JPG]]&lt;br /&gt;
&lt;br /&gt;
Notice how we set the flag VALERIA_DEMON_HOSTILE in the plot valeria_fade_nightmare (see the script). It will initiate the battle.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare4.JPG]]&lt;br /&gt;
&lt;br /&gt;
Notice that if she's a mage she snaps out of it (second way). Notice how this links back up so we set the flag VALERIA_DEMON_HOSTILE in the plot valeria_fade_nightmare again.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare5.JPG]]&lt;br /&gt;
&lt;br /&gt;
Otherwise, you fight the demon alone. Notice how this links back so we set the flag VALERIA_DEMON_HOSTILE in the plot valeria_fade_nightmare again as we did above.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare6.JPG]]&lt;br /&gt;
&lt;br /&gt;
Set the VALERIA_TALKED_TO_IN_THE_FADE flag (so she'll help in the final demon battle). We show this option only once per game.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare9.JPG]]&lt;br /&gt;
&lt;br /&gt;
Set the VALERIA_RETURNS_TO_PARTY flag (removes Valeria from party). See the valeria_fade_nightmare plot script.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare10.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Valeria Nightmare Area specifics==&lt;br /&gt;
&lt;br /&gt;
Create a duplicate copy of a game companion nightmare area resource. I call it valeria_fade_nightmare(.are). Mine is using the predefined area layout lak526d for this (similar to Morrigan's nightmare I think, I probably duplicated her nightmare area and edited it). You need to do this so you'll have the fade pedistal in the area and atmosphere sounds, setting etc. You can remove some of the waypoints etc and edit it to what you want the nightmare to be. That's up to you can't help you there. Make sure the entry waypoint is tagged &amp;quot;start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Set the script of the area to &amp;quot;valeria_nightmare&amp;quot;. It's a copy of the core game resource tailored to what we want to do.&lt;br /&gt;
First here's the area script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;party_h&amp;quot;&lt;br /&gt;
#include &amp;quot;plt_valeria_fade_nightmare&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event   evEvent         = GetCurrentEvent();            // Event&lt;br /&gt;
    int     nEventType      = GetEventType(evEvent);        // Event Type&lt;br /&gt;
    object  oEventCreator   = GetEventCreator(evEvent);     // Event Creator&lt;br /&gt;
    object  oPC             = GetHero();&lt;br /&gt;
    object  oParty          = GetParty( oPC );&lt;br /&gt;
    object  oThis           = OBJECT_SELF;&lt;br /&gt;
    int     bEventHandled   = FALSE;&lt;br /&gt;
    object oTarg, oFollower;&lt;br /&gt;
//I pass handling to the standard script first here for things like&lt;br /&gt;
// polymorphing handling (rat, golem etc), and standard behavior.&lt;br /&gt;
    HandleEvent( evEvent, R&amp;quot;cir000ar_fade_core.ncs&amp;quot; );&lt;br /&gt;
    switch ( nEventType )//we capture the following events though&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_AREALOAD_PRELOADEXIT:&lt;br /&gt;
        {&lt;br /&gt;
// When: for things you want to happen while the load screen is&lt;br /&gt;
// still up, things like moving creatures around.&lt;br /&gt;
            int         nIndex;&lt;br /&gt;
            int         nArraySize, nSpiritArraySize;&lt;br /&gt;
            int         bArcaneFormActive;&lt;br /&gt;
            int         bBurningFormActive;&lt;br /&gt;
            int         bGolemFormActive;&lt;br /&gt;
            int         bMouseFormActive;&lt;br /&gt;
            int         bSpiritFormActive;&lt;br /&gt;
            int         bPCHasArcaneForm;&lt;br /&gt;
            int         bPCHasBurningForm;&lt;br /&gt;
            int         bPCHasGolemForm;&lt;br /&gt;
            int         bPCHasMouseForm;&lt;br /&gt;
            int         bPCHasSpiritForm;&lt;br /&gt;
            object []   arFireBases, arSpiritBases;&lt;br /&gt;
&lt;br /&gt;
            nArraySize         = GetArraySize( arFireBases );&lt;br /&gt;
            // VALERIA'S NIGHTMARE&lt;br /&gt;
            if ( GetTag(oThis) == &amp;quot;valeria_fade_nightmare&amp;quot; &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE,VALERIA_RETURNS_TO_PARTY) == FALSE )&lt;br /&gt;
            {&lt;br /&gt;
                oFollower = Party_GetFollowerByTag(&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
                WR_SetObjectActive(oFollower, TRUE);&lt;br /&gt;
                UT_LocalJump(oFollower,&amp;quot;valeria_spot&amp;quot;);&lt;br /&gt;
//this is the waypoint Valeria appears in the area, so move her there(see pictures)&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        case EVENT_TYPE_TEAM_DESTROYED:&lt;br /&gt;
        {&lt;br /&gt;
            int nTeamID = GetEventInteger(evEvent, 0); // Team ID&lt;br /&gt;
            if(nTeamID==19742)&lt;br /&gt;
//capture when the demon dies and talk to Valeria&lt;br /&gt;
            {&lt;br /&gt;
                WR_SetPlotFlag(PLT_VALERIA_FADE_NIGHTMARE,VALERIA_DEMON_KILLED,TRUE);&lt;br /&gt;
                oFollower = Party_GetFollowerByTag(&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
                UT_Talk(oFollower,oPC);&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My setup in the area. I don't know if you can see the inactive (red box) and active (yellow) Victoria versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare7.JPG]]&lt;br /&gt;
&lt;br /&gt;
The pedestal.&lt;br /&gt;
&lt;br /&gt;
[[image:nightmare8.JPG]]&lt;br /&gt;
&lt;br /&gt;
==So you think you're done, think again. Changes in Event Handling==&lt;br /&gt;
&lt;br /&gt;
We finally need to capture when the PC selects the right nightmare area (the one area that contains Valeria, it will be loaded appropriately)&lt;br /&gt;
&lt;br /&gt;
Add this in the Event Handling part of the module event script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
        case EVENT_TYPE_BEGIN_TRAVEL://EVENT_TYPE_WORLD_MAP_USED:&lt;br /&gt;
        {&lt;br /&gt;
            string sSource = GetEventString(ev, 0); // the area tag the player is travelling from&lt;br /&gt;
            string sTarget = GetEventString(ev, 1); // the area tag the player is travelling to&lt;br /&gt;
            string sWPOverride = GetEventString(ev, 2);&lt;br /&gt;
//we pick to sent the PC clicking to the right nightmare area here&lt;br /&gt;
//it's funny actually, all tags for the core game nightmare companion&lt;br /&gt;
//map pins are given the same value &amp;quot;Fade_Follower&amp;quot;. What distinguishes&lt;br /&gt;
//them is sWPOverride(thank god for that otherwise we'd be in trouble)&lt;br /&gt;
//if I remember correctly, the companion nightmare areas in the fade &lt;br /&gt;
//map, go 1,2,3 counterclockwise starting from the one on the left&lt;br /&gt;
//valeria_fade_nightmare is the name of the area for Valeria's &lt;br /&gt;
//nightmare, start is the waypoint tag&lt;br /&gt;
            if(sWPOverride==&amp;quot;1&amp;quot; &amp;amp;&amp;amp; sTarget==&amp;quot;Fade_Follower&amp;quot; &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_A))&lt;br /&gt;
                DoAreaTransition(&amp;quot;valeria_fade_nightmare&amp;quot;,&amp;quot;start&amp;quot;);&lt;br /&gt;
            if(sWPOverride==&amp;quot;2&amp;quot; &amp;amp;&amp;amp; sTarget==&amp;quot;Fade_Follower&amp;quot; &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_B))&lt;br /&gt;
                DoAreaTransition(&amp;quot;valeria_fade_nightmare&amp;quot;,&amp;quot;start&amp;quot;);&lt;br /&gt;
            if(sWPOverride==&amp;quot;3&amp;quot; &amp;amp;&amp;amp; sTarget==&amp;quot;Fade_Follower&amp;quot; &amp;amp;&amp;amp; WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_HAS_NIGHTMARE_C))&lt;br /&gt;
                DoAreaTransition(&amp;quot;valeria_fade_nightmare&amp;quot;,&amp;quot;start&amp;quot;);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phew, I hope, I didn't forget anything.&lt;br /&gt;
&lt;br /&gt;
=Valeria first joining the party (This works for ANY follower you want to have join)=&lt;br /&gt;
&lt;br /&gt;
In my mod, Valeria is allowed to have a class chosen the first time you meet her. So create in VALERIA_NPC_HIRE the flags ISMAGE,ISROGUE,ISWARRIOR and ISROGUEWARRIOR, if you want to do that, otherwise delete all the references to those flags. One of these is set to TRUE through dialog with Valeria. At the end of the dialog this script is called.&lt;br /&gt;
&lt;br /&gt;
==The joining script==&lt;br /&gt;
&lt;br /&gt;
Create the following script. I call it valeria_valjoin.nss&lt;br /&gt;
This script contains EVERYTHING you need to properly hire a follower without leveling him/her automatically.&lt;br /&gt;
&lt;br /&gt;
Valeria in my mod is allowed to choose her class to Warrior, Rogue, Mage or Rogue-Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;sys_chargen_h&amp;quot;&lt;br /&gt;
#include &amp;quot;sys_rewards_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#include &amp;quot;plt_valeria_npc_hire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void basic_blank_char(object oChar);//this function resets an NPC&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
object oPC=GetHero(), me=OBJECT_SELF;&lt;br /&gt;
WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED, TRUE);&lt;br /&gt;
&lt;br /&gt;
basic_blank_char(me);&lt;br /&gt;
//select race, otherwise skills tree wont show&lt;br /&gt;
&lt;br /&gt;
Chargen_SelectRace(me,RACE_HUMAN);&lt;br /&gt;
int nClass;&lt;br /&gt;
//remove the rogue defaults, valeria's char is rogue when created&lt;br /&gt;
&lt;br /&gt;
CharGen_ClearAbilityList(me,1);//remove talents&lt;br /&gt;
//CharGen_ClearAbilityList(me,2);//remove spells&lt;br /&gt;
//CharGen_ClearAbilityList(me,3);//remove skills&lt;br /&gt;
&lt;br /&gt;
RemoveAbility(me, ABILITY_TALENT_DIRTY_FIGHTING);&lt;br /&gt;
RemoveAbility(me, ABILITY_SKILL_POISON_1);&lt;br /&gt;
//depending on which flags you set in the dialog that lead to this script, choose the appropriate class&lt;br /&gt;
&lt;br /&gt;
if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISMAGE)==TRUE)&lt;br /&gt;
{&lt;br /&gt;
    nClass=CLASS_WIZARD;&lt;br /&gt;
    _AddAbility(me, ABILITY_SPELL_ARCANE_BOLT);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISROGUE)==TRUE)&lt;br /&gt;
{&lt;br /&gt;
    nClass=CLASS_ROGUE;&lt;br /&gt;
    _AddAbility(me, ABILITY_TALENT_DIRTY_FIGHTING);&lt;br /&gt;
    _AddAbility(me, ABILITY_SKILL_POISON_1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISWARRIOR)==TRUE)&lt;br /&gt;
{&lt;br /&gt;
    nClass=CLASS_WARRIOR;&lt;br /&gt;
    _AddAbility(me, ABILITY_TALENT_POWERFUL);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISROGUEWARRIOR)==TRUE)&lt;br /&gt;
{nClass=CLASS_ROGUE;}&lt;br /&gt;
&lt;br /&gt;
//apply attributes, abilities and stats for the core class&lt;br /&gt;
//SetCreatureProperty(me,PROPERTY_SIMPLE_CURRENT_CLASS, n1-3.0,PROPERTY_VALUE_BASE);&lt;br /&gt;
&lt;br /&gt;
Chargen_SelectCoreClass(me,nClass);&lt;br /&gt;
//add mage spells&lt;br /&gt;
//_AddAbility(me, ABILITY_TALENT_HIDDEN_ASSASSIN);//this works if it's available on the core class&lt;br /&gt;
&lt;br /&gt;
if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISROGUEWARRIOR)==TRUE)&lt;br /&gt;
{&lt;br /&gt;
    _AddAbility(me, ABILITY_TALENT_HIDDEN_WARRIOR);&lt;br /&gt;
    _AddAbility(me, ABILITY_TALENT_DIRTY_FIGHTING);&lt;br /&gt;
    _AddAbility(me, ABILITY_SKILL_POISON_1);&lt;br /&gt;
}&lt;br /&gt;
//tactics&lt;br /&gt;
&lt;br /&gt;
Chargen_SetNumTactics(me);&lt;br /&gt;
Chargen_EnableTacticsPresets(me);&lt;br /&gt;
//SetFollowPartyLeader(me, TRUE);&lt;br /&gt;
//level needed for scaling&lt;br /&gt;
&lt;br /&gt;
int nPackage = GetPackage(me);&lt;br /&gt;
int nTargetLevel;&lt;br /&gt;
int nPlayerLevel = GetLevel(oPC);&lt;br /&gt;
if(nPlayerLevel &amp;gt;= 13 || nPlayerLevel == 1 )&lt;br /&gt;
   nTargetLevel = nPlayerLevel;&lt;br /&gt;
else&lt;br /&gt;
   nTargetLevel = nPlayerLevel + 1;&lt;br /&gt;
int nMinLevel = GetM2DAInt(TABLE_PACKAGES, &amp;quot;MinLevel&amp;quot;, nPackage);&lt;br /&gt;
if(nMinLevel &amp;gt; 0 &amp;amp;&amp;amp; nMinLevel &amp;gt; nTargetLevel)&lt;br /&gt;
   nTargetLevel = nMinLevel;&lt;br /&gt;
//xp until hero level&lt;br /&gt;
&lt;br /&gt;
int nXp = RW_GetXPNeededForLevel(Max(nTargetLevel, 1));&lt;br /&gt;
RewardXP(me, nXp, TRUE, FALSE);&lt;br /&gt;
&lt;br /&gt;
//add specialization&lt;br /&gt;
&lt;br /&gt;
float count=1.;&lt;br /&gt;
if(GetLevel(GetHero())&amp;gt;=7)&lt;br /&gt;
{&lt;br /&gt;
    SetCreatureProperty(me, 38, count);  // 38 is the spec point ID&lt;br /&gt;
    count=count+1.;&lt;br /&gt;
}&lt;br /&gt;
if(GetLevel(GetHero())&amp;gt;=14)&lt;br /&gt;
    SetCreatureProperty(me, 38, count);  // 38 is the spec point ID&lt;br /&gt;
&lt;br /&gt;
//make available in party picker&lt;br /&gt;
&lt;br /&gt;
SetFollowerState(me, FOLLOWER_STATE_ACTIVE);&lt;br /&gt;
SetFollowerState(me, FOLLOWER_STATE_AVAILABLE);&lt;br /&gt;
//dont fire player_core scaling&lt;br /&gt;
&lt;br /&gt;
SetLocalInt(me, FOLLOWER_SCALED, 1);&lt;br /&gt;
SetLocalInt(me, AI_FLAG_STATIONARY, 0);&lt;br /&gt;
SetLocalInt(me, AMBIENT_SYSTEM_STATE, 0);&lt;br /&gt;
SetLocalInt(me, CREATURE_REWARD_FLAGS, 0);&lt;br /&gt;
//change script to player and send hire event&lt;br /&gt;
&lt;br /&gt;
SetEventScript(me, RESOURCE_SCRIPT_PLAYER_CORE);&lt;br /&gt;
InitHeartbeat(me, CONFIG_CONSTANT_HEARTBEAT_RATE);&lt;br /&gt;
SendPartyMemberHiredEvent(me, FALSE);&lt;br /&gt;
SetFollowerApprovalEnabled(me,TRUE);&lt;br /&gt;
//open up party picker&lt;br /&gt;
&lt;br /&gt;
SetPartyPickerGUIStatus(2);&lt;br /&gt;
ShowPartyPickerGUI();  //to allow Valeria to join in the active party&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
void basic_blank_char(object oChar)&lt;br /&gt;
{&lt;br /&gt;
// Initialize all creature properties to default value&lt;br /&gt;
&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_SIMPLE_LEVEL,1.0f,PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_SIMPLE_EXPERIENCE,0.0f,PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_STRENGTH,      CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_DEXTERITY,     CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_CONSTITUTION,  CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_WILLPOWER,     CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_INTELLIGENCE,  CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_MAGIC,         CHARGEN_BASE_ATTRIBUTE_VALUE, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_ATTACK_SPEED_MODIFIER,     1.0f);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_DAMAGE_SCALE,       1.0f);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL,         0.0f);&lt;br /&gt;
    SetCreatureProperty(oChar,PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL,       0.0f);&lt;br /&gt;
    SetCreatureProperty(oChar,51,       1.0f);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_REGENERATION_HEALTH_COMBAT,  REGENERATION_HEALTH_COMBAT_DEFAULT);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, REGENERATION_STAMINA_COMBAT_DEFAULT);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_REGENERATION_HEALTH,REGENERATION_HEALTH_EXPLORE_DEFAULT, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA, REGENERATION_STAMINA_EXPLORE_DEFAULT, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_MISSILE_SHIELD,0.0);&lt;br /&gt;
    SetCreatureProperty(oChar, 38,0.0);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_DEPLETABLE_HEALTH ,          1.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_DEPLETABLE_MANA_STAMINA ,    0.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_DEFENSE ,          0.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_ATTACK,            0.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_DAMAGE_BONUS,      0.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
    SetCreatureProperty(oChar, PROPERTY_ATTRIBUTE_FLANKING_ANGLE,  60.0f, PROPERTY_VALUE_BASE);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
=Valeria Gift Handling=&lt;br /&gt;
&lt;br /&gt;
When a gift item (Base Item Type set to gift) is given to a companion, the event EVENT_TYPE_MODULE_HANDLE_GIFT fires and is processed by core game scripts. So the easy way to handle this, is modify most notably sp_module_item_acq and the approval scripts.&lt;br /&gt;
&lt;br /&gt;
As it turns out, ANY item set to gift item, will lead to this script firing and changing the companion's approval. The script has a list of companions and corresponding indices to each one, so it knows how to handle them(the original game ones), and the function that gives you the companion index or tag (like Approval_GetFollowerObject in approval_h) DOES NOT have a default value to return. That's fine of course, so people go in and can add their companion to all those scripts. We don't want to do that.&lt;br /&gt;
&lt;br /&gt;
The unfortunate part for us, is that even if you give Valeria any gift, her approval will not be handled appropriately, since her tag is nowhere in those scripts. Moreover, if you give someone else a gift that should be unique for your companion, the gift will be lost forever since your companion is not in the checks from the core game scripts.&lt;br /&gt;
&lt;br /&gt;
One way around this, that works fine if ONLY ONE mod does it (as I have), is everytime a gift is handed to a companion (from the original game or from a companion mod) we capture all possibilities as seen below in the code in Event handling and associated scripts.&lt;br /&gt;
&lt;br /&gt;
So I will first illustrate how to do it for only one mod, and then we'll work on changing it so everyone can do it, aye?&lt;br /&gt;
&lt;br /&gt;
==What we need==&lt;br /&gt;
&lt;br /&gt;
When a gift is given to a companion and their approval goes up, a &amp;quot;plot&amp;quot; skill (like increased attributes or extra talents) must be given to the companion and the approval status should change. If approval drops below a certain level, the appropriate skills must be removed from the companion and so forth. Valeria appears in non of the corresponding game scripts so we have to take care of all of that. We'll build our own functions.&lt;br /&gt;
&lt;br /&gt;
Moreover, the gifts are lost without any effect on the companion. Which means any gifts that should not be allowed to be given to Valeria, must be returned back in the inventory, or Valeria gifts, not allowed to be given to other companions, must also be returned to the inventory. It is a pain in the a...&lt;br /&gt;
&lt;br /&gt;
Note to self: ask Bioware to build a StringToResource() conversion function, ack.&lt;br /&gt;
&lt;br /&gt;
Let's start.&lt;br /&gt;
In 'includes' add the following function definitions: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
//these are the plot ability id's from ABI_BASE&lt;br /&gt;
const int valeria_nAbility1war=90200;&lt;br /&gt;
const int valeria_nAbility2war=90201;&lt;br /&gt;
const int valeria_nAbility3war=90202;&lt;br /&gt;
const int valeria_nAbility4war=90218;&lt;br /&gt;
const int valeria_nAbility1thief=90209;&lt;br /&gt;
const int valeria_nAbility2thief=90210;&lt;br /&gt;
const int valeria_nAbility3thief=90211;&lt;br /&gt;
const int valeria_nAbility4thief=90221;&lt;br /&gt;
const int valeria_nAbility1mage=90215;&lt;br /&gt;
const int valeria_nAbility2mage=90216;&lt;br /&gt;
const int valeria_nAbility3mage=90217;&lt;br /&gt;
const int valeria_nAbility4mage=90223;&lt;br /&gt;
const int valeria_nAbility_warshow=90224;&lt;br /&gt;
const int valeria_nAbility_thiefshow=90227;&lt;br /&gt;
const int valeria_nAbility_mageshow=90229;&lt;br /&gt;
...&lt;br /&gt;
void valeria_approval();&lt;br /&gt;
void give_valeria_skill(object oval,int level);&lt;br /&gt;
void handle_valeria_gift(object oFollower,object oItem,int nApprovalChange);&lt;br /&gt;
resource get_gift_resource(string sGiftTag);&lt;br /&gt;
resource get_valeria_gift_resource(string sGiftTag);&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handling the event EVENT_TYPE_MODULE_HANDLE_GIFT==&lt;br /&gt;
&lt;br /&gt;
We capture here all possibilities in gift handling, based on the behavior of the core game scripts.&lt;br /&gt;
&lt;br /&gt;
Add this to Event handling section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
        case EVENT_TYPE_MODULE_HANDLE_GIFT:&lt;br /&gt;
        {&lt;br /&gt;
//from my experiments, it is possible to have this script be fired&lt;br /&gt;
//before the core game script does(which mean the constant &lt;br /&gt;
//nApprovalChange has not been changed from the core game scripts.&lt;br /&gt;
//that introduces extra difficulties&lt;br /&gt;
//it happens for instance when you first load the game, and give &lt;br /&gt;
//Valeria a gift or say Alistair. This will bug their approval rating&lt;br /&gt;
//what you see below, is the solution to all those possibilities&lt;br /&gt;
//after tons of trial and error&lt;br /&gt;
//companion object&lt;br /&gt;
            object oFollower = GetEventObject(ev, 0);&lt;br /&gt;
//gift object&lt;br /&gt;
            object oItem = GetEventObject(ev, 1);&lt;br /&gt;
//this is the default(for that gift)approval change value from the game&lt;br /&gt;
            int nApprovalChange = GetEventInteger(ev, 0);  &lt;br /&gt;
//tag of the gift&lt;br /&gt;
            string sGiftTag = GetTag(oItem);&lt;br /&gt;
//if the follower recieving the gift is not Valeria but we chose to&lt;br /&gt;
//give them a Valeria gift, they should refuse it, and throw it back&lt;br /&gt;
//in the inventory, i use 6 unique gifts for her in my mod&lt;br /&gt;
            if(GetTag(oFollower)!=&amp;quot;valeria_npc&amp;quot;)&lt;br /&gt;
            {&lt;br /&gt;
             if(sGiftTag==&amp;quot;valeria_gift1&amp;quot; ||sGiftTag==&amp;quot;valeria_gift2&amp;quot; ||sGiftTag==&amp;quot;valeria_gift3&amp;quot; ||sGiftTag==&amp;quot;valeria_gift4&amp;quot; ||sGiftTag==&amp;quot;valeria_gift5&amp;quot; ||sGiftTag==&amp;quot;valeria_gift6&amp;quot;)&lt;br /&gt;
             {&lt;br /&gt;
//we adjust the follower approval to what is was&lt;br /&gt;
//this will cause the following wierd behavior, say Alistair &lt;br /&gt;
//is 3 points away from a plot skill upgrade, giving him the gift &lt;br /&gt;
//would give him the plot, and then remove it, so the message will&lt;br /&gt;
//show up. No way around this I'm afraid.&lt;br /&gt;
                AdjustFollowerApproval(oFollower,-nApprovalChange,TRUE);&lt;br /&gt;
//return valeria only gifts, StringToResource function needed first&lt;br /&gt;
//here. It gets a LOT worse. there's a function about this, see below.&lt;br /&gt;
                resource res=get_valeria_gift_resource(sGiftTag);&lt;br /&gt;
                UT_AddItemToInventory(res, 1,GetHero(),&amp;quot;&amp;quot;,TRUE);&lt;br /&gt;
                PlaySoundSet(oFollower, SS_GIFT_NEGATIVE);&lt;br /&gt;
             }&lt;br /&gt;
            }&lt;br /&gt;
//if the gift is given to Valeria&lt;br /&gt;
            if(GetTag(oFollower) == &amp;quot;valeria_npc&amp;quot;)&lt;br /&gt;
            {&lt;br /&gt;
//if she was not the character we were controlling&lt;br /&gt;
//while opening the inventory gui, that character WILL have their &lt;br /&gt;
//approval changed. So bring it back to what it was.&lt;br /&gt;
                if(GetTag(GetMainControlled())!= &amp;quot;valeria_npc&amp;quot;)&lt;br /&gt;
                {&lt;br /&gt;
                    AdjustFollowerApproval(GetMainControlled(),-nApprovalChange,TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                handle_valeria_gift(oFollower,oItem,nApprovalChange);&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Valeria custom gift/approval scripts==&lt;br /&gt;
&lt;br /&gt;
Add these functions in the 'functions' section.&lt;br /&gt;
&lt;br /&gt;
===Gift function: get_valeria_gift_resource===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
resource get_valeria_gift_resource(string sGiftTag)&lt;br /&gt;
{&lt;br /&gt;
    resource res;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift1&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift1.uti&amp;quot;;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift2&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift2.uti&amp;quot;;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift3&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift3.uti&amp;quot;;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift4&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift4.uti&amp;quot;;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift5&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift5.uti&amp;quot;;&lt;br /&gt;
        if (sGiftTag == &amp;quot;valeria_gift6&amp;quot;)&lt;br /&gt;
            res=R&amp;quot;valeria_gift6.uti&amp;quot;;&lt;br /&gt;
    return res;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gift function: get_gift_resource (oh yes, all game gifts)===&lt;br /&gt;
&lt;br /&gt;
We have to do this only for the gifts not being returned automatically by game scripts, like Alistair's Mother locket, Morrigan's Grimoire etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
resource get_gift_resource(string sGiftTag)&lt;br /&gt;
{&lt;br /&gt;
    resource res;&lt;br /&gt;
//alistair&lt;br /&gt;
//    if (sGiftTag == GEN_IM_GIFT_ALISTAIR_AMULET)&lt;br /&gt;
//    if (sGiftTag == GEN_IM_GIFT_DUNCAN_SHIELD)&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_runston&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_runston.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_runston2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_runston2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_stat&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_stat.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_stat2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_stat2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_stat3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_stat3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_stat4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_stat4.uti&amp;quot;;&lt;br /&gt;
//leliana&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_nugg&amp;quot;)&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_flower_andraste&amp;quot;)&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_chantam&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_chantam.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hlysymb&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hlysymb.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hlysymb2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hlysymb2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hlysymb3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hlysymb3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hlysymb4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hlysymb4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hlysymb5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hlysymb5.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_shoe&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_shoe.uti&amp;quot;;&lt;br /&gt;
//loghain 13&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_map&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_map.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_map2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_map2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_map3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_map3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_map4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_map4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_map5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_map5.uti&amp;quot;;&lt;br /&gt;
//morigan  18&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_grimoire&amp;quot;)&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_flmgrimoire&amp;quot;)&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_mirror&amp;quot;)&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_brooch&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_brooch.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_locket&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_locket.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ncklace&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ncklace.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ncklace2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ncklace2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ncklace3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ncklace3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ncklace4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ncklace4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ncklace5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ncklace5.uti&amp;quot;;&lt;br /&gt;
//oghern 25&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ale&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ale.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanbot&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanbot.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanbot2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanbot2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanbot3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanbot3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanbot4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanbot4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanbot5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanbot5.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_pitcher&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_pitcher.uti&amp;quot;;&lt;br /&gt;
//stern 32&lt;br /&gt;
//    if (sGiftTag == &amp;quot;gen_im_gift_sword_sten&amp;quot;)&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_mdpnt1&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_mdpnt1.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_mdpnt2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_mdpnt2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_smlpnt1&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_smlpnt1.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_smlpnt2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_smlpnt2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_totem&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_totem.uti&amp;quot;;&lt;br /&gt;
//wynne 37&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_book&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_book.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_book2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_book2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_book4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_book4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_book5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_book5.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_tatbook&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_tatbook.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_fanscrl&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_fanscrl.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_wine&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_wine.uti&amp;quot;;&lt;br /&gt;
//zevran 44&lt;br /&gt;
//    if (sGiftTag == GEN_IM_GIFT_DALISH_GLOVES)&lt;br /&gt;
//    if (sGiftTag == GEN_IM_GIFT_ANTIVAN_BOOTS)&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_mgold&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_mgold.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_msilver&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_msilver.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_sgold&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_sgold.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ssilver&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ssilver.uti&amp;quot;;&lt;br /&gt;
//other 48&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_armband&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_armband.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_bracer&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_bracer.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_brclet&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_brclet.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_brclet2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_brclet2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_cake&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_cake.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dppant&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dppant.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_earring&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_earring.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_earring2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_earring2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_hdband&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_hdband.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_paintsky&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_paintsky.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ring&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ring.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ring2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ring2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ring3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ring3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ring4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ring4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_ring5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_ring5.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_tiara&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_tiara.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_trbneck&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_trbneck.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_tyarn&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_tyarn.uti&amp;quot;;&lt;br /&gt;
//dog 66&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dogbone&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dogbone.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dogbone2&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dogbone2.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dogbone3&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dogbone3.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dogbone4&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dogbone4.uti&amp;quot;;&lt;br /&gt;
    if (sGiftTag == &amp;quot;gen_im_gift_dogbone5&amp;quot;)&lt;br /&gt;
        res=R&amp;quot;gen_im_gift_dogbone5.uti&amp;quot;;&lt;br /&gt;
        //71 without the special ones&lt;br /&gt;
    return res;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A conversion function StringToResource starting to sound like a good idea right about now hehe.&lt;br /&gt;
&lt;br /&gt;
===Approval function: valeria_approval===&lt;br /&gt;
&lt;br /&gt;
You can change these bounds for the plot skills to anything you wish. I have them at 65,75,85 and 95.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void valeria_approval()&lt;br /&gt;
{&lt;br /&gt;
    object oPC=GetHero();&lt;br /&gt;
    object oFollower=UT_GetNearestObjectByTag(oPC, &amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
// what you see here is something that needs to be done, in order you &lt;br /&gt;
//don't get bugs and lose Valeria's true approval rating&lt;br /&gt;
//give your PC an item before valeria joins, and use a local variable &lt;br /&gt;
//there to hold the true approval rating. i use the thief writ you get &lt;br /&gt;
//when you first release her by talking to Jaltair(guildmaster)&lt;br /&gt;
    object [] thiefwrit=GetItemsInInventory(oPC,GET_ITEMS_OPTION_BACKPACK,0,&amp;quot;valeria_thief_contract&amp;quot;);&lt;br /&gt;
    object thiefwrit1=thiefwrit[0];&lt;br /&gt;
    int nApproval=GetFollowerApproval(oFollower);&lt;br /&gt;
    SetLocalInt(thiefwrit1,ITEM_COUNTER_1,nApproval);&lt;br /&gt;
    int trueapproval=GetLocalInt(thiefwrit1,ITEM_COUNTER_1);&lt;br /&gt;
// up to to here&lt;br /&gt;
    if(trueapproval&amp;lt;65)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,0);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=65 &amp;amp;&amp;amp; trueapproval&amp;lt;75)&lt;br /&gt;
    {&lt;br /&gt;
//        SetFollowerApprovalDescription&lt;br /&gt;
        give_valeria_skill(oFollower,1);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=75 &amp;amp;&amp;amp; trueapproval&amp;lt;85)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,2);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=85 &amp;amp;&amp;amp; trueapproval&amp;lt;95)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,3);&lt;br /&gt;
    }&lt;br /&gt;
//I only change the description if over 95 to friendly because the &lt;br /&gt;
//game won't do it, when we load the game (see below), we have to redo this...&lt;br /&gt;
    if(trueapproval&amp;gt;=95)&lt;br /&gt;
    {&lt;br /&gt;
        int nStringRef = GetM2DAInt(TABLE_APPROVAL_NORMAL_RANGES, &amp;quot;StringRef&amp;quot;, APP_RANGE_FRIENDLY);&lt;br /&gt;
        SetFollowerApprovalDescription(oFollower, nStringRef);&lt;br /&gt;
        give_valeria_skill(oFollower,4);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Approval function: give_valeria_skill===&lt;br /&gt;
&lt;br /&gt;
This one gives/takes the right plot skill, depending on current approval rating. I have to take care of all 4 possible class cases for Valeria. You'd probably need only one set of these.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void give_valeria_skill(object oval,int level)&lt;br /&gt;
{&lt;br /&gt;
   int doit=0;&lt;br /&gt;
   if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISROGUEWARRIOR))&lt;br /&gt;
   {&lt;br /&gt;
    doit=1;&lt;br /&gt;
   }&lt;br /&gt;
//warrior&lt;br /&gt;
   if(doit || WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISWARRIOR))&lt;br /&gt;
   {&lt;br /&gt;
    if(level==0)&lt;br /&gt;
    {&lt;br /&gt;
     RemoveAbility(oval, valeria_nAbility_warshow);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility1war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4war);&lt;br /&gt;
     return;&lt;br /&gt;
    }&lt;br /&gt;
    AddAbility(oval, valeria_nAbility_warshow);&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility1war) &amp;amp;&amp;amp; level==1)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1war, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4war);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility2war) &amp;amp;&amp;amp; level==2)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2war, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3war);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4war);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility3war) &amp;amp;&amp;amp; level==3)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3war, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4war);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility4war) &amp;amp;&amp;amp; level==4)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3war);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility4war, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
   }&lt;br /&gt;
//rogue&lt;br /&gt;
   if(doit || WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISROGUE)==TRUE)&lt;br /&gt;
   {&lt;br /&gt;
    if(level==0)&lt;br /&gt;
    {&lt;br /&gt;
     RemoveAbility(oval, valeria_nAbility_thiefshow);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility1thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4thief);&lt;br /&gt;
     return;&lt;br /&gt;
    }&lt;br /&gt;
    AddAbility(oval, valeria_nAbility_thiefshow);&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility1thief) &amp;amp;&amp;amp; level==1)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1thief, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4thief);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility2thief) &amp;amp;&amp;amp; level==2)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2thief, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3thief);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4thief);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility3thief) &amp;amp;&amp;amp; level==3)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3thief, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4thief);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility4thief) &amp;amp;&amp;amp; level==4)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3thief);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility4thief, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
   }&lt;br /&gt;
//mage&lt;br /&gt;
   if(WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,ISMAGE)==TRUE)&lt;br /&gt;
   {&lt;br /&gt;
    if(level==0)&lt;br /&gt;
    {&lt;br /&gt;
     RemoveAbility(oval, valeria_nAbility_mageshow);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility1mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4mage);&lt;br /&gt;
     return;&lt;br /&gt;
    }&lt;br /&gt;
    AddAbility(oval, valeria_nAbility_mageshow);&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility1mage) &amp;amp;&amp;amp; level==1)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1mage, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility2mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4mage);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility2mage) &amp;amp;&amp;amp; level==2)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2mage, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility3mage);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4mage);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility3mage) &amp;amp;&amp;amp; level==3)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3mage, TRUE);&lt;br /&gt;
        RemoveAbility(oval, valeria_nAbility4mage);&lt;br /&gt;
    }&lt;br /&gt;
    if(!HasAbility(oval, valeria_nAbility4mage) &amp;amp;&amp;amp; level==4)&lt;br /&gt;
    {&lt;br /&gt;
        AddAbility(oval, valeria_nAbility1mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility2mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility3mage);&lt;br /&gt;
        AddAbility(oval, valeria_nAbility4mage, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gift Handling function: handle_valeria_gift===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void handle_valeria_gift(object oFollower,object oItem,int nApprovalChange)&lt;br /&gt;
{&lt;br /&gt;
    string sGiftTag = GetTag(oItem);&lt;br /&gt;
    int nSoundSet;&lt;br /&gt;
    int nApproval=GetFollowerApproval(oFollower);&lt;br /&gt;
//again read the true approval, see the valeria_approval script&lt;br /&gt;
    object [] thiefwrit=GetItemsInInventory(GetHero(),GET_ITEMS_OPTION_BACKPACK,0,&amp;quot;valeria_thief_contract&amp;quot;);&lt;br /&gt;
    object thiefwrit1=thiefwrit[0];&lt;br /&gt;
    int trueapproval=GetLocalInt(thiefwrit1,ITEM_COUNTER_1);&lt;br /&gt;
//this checks to see if the current approval is not the true, which &lt;br /&gt;
//means the core game scripts have changed her approval, so bring it&lt;br /&gt;
//back to what it was. also if approval is 100 take care for a really &lt;br /&gt;
//nusty nusty nusty bug.&lt;br /&gt;
    if(nApproval!=trueapproval)&lt;br /&gt;
    {&lt;br /&gt;
        if(nApproval==100)&lt;br /&gt;
            nApprovalChange=100-trueapproval;&lt;br /&gt;
        if(GetMainControlled()==oFollower)&lt;br /&gt;
            AdjustFollowerApproval(oFollower,-nApprovalChange,TRUE);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
// accept only certain gifts, if it's not right return it&lt;br /&gt;
    if (sGiftTag!=&amp;quot;valeria_gift1&amp;quot; &amp;amp;&amp;amp; sGiftTag!=&amp;quot;valeria_gift2&amp;quot; &amp;amp;&amp;amp; sGiftTag!=&amp;quot;valeria_gift3&amp;quot; &amp;amp;&amp;amp; sGiftTag!=&amp;quot;valeria_gift4&amp;quot; &amp;amp;&amp;amp; sGiftTag!=&amp;quot;valeria_gift5&amp;quot; &amp;amp;&amp;amp; sGiftTag!=&amp;quot;valeria_gift6&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        resource res=get_gift_resource(sGiftTag);&lt;br /&gt;
        UT_AddItemToInventory(res, 1,GetHero(),&amp;quot;&amp;quot;,TRUE);&lt;br /&gt;
        PlaySoundSet(oFollower, SS_THREATEN);&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    nApproval=GetFollowerApproval(oFollower);&lt;br /&gt;
//depending on the gift type, add random approval&lt;br /&gt;
//fruit, vegetable&lt;br /&gt;
    if (sGiftTag==&amp;quot;valeria_gift1&amp;quot; || sGiftTag==&amp;quot;valeria_gift2&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        nApprovalChange=1+Random(4);&lt;br /&gt;
    }&lt;br /&gt;
//uncle Ertin's contract, Medal of Messira&lt;br /&gt;
    if (sGiftTag==&amp;quot;valeria_gift3&amp;quot; || sGiftTag==&amp;quot;valeria_gift4&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        nApprovalChange=5+Random(5);&lt;br /&gt;
    }&lt;br /&gt;
//portrait of her family, her sister's locket&lt;br /&gt;
    if (sGiftTag==&amp;quot;valeria_gift5&amp;quot; || sGiftTag==&amp;quot;valeria_gift6&amp;quot;)&lt;br /&gt;
    {&lt;br /&gt;
        nApprovalChange=10+Random(5);&lt;br /&gt;
    }&lt;br /&gt;
//play appropriate soundset response&lt;br /&gt;
    if(nApprovalChange&amp;lt;=0)nSoundSet=SS_NO;&lt;br /&gt;
    else if(nApprovalChange&amp;gt;0 &amp;amp;&amp;amp; nApprovalChange&amp;lt;=4) nSoundSet=SS_YES;&lt;br /&gt;
    else if(nApprovalChange&amp;gt;4 &amp;amp;&amp;amp; nApprovalChange&amp;lt;=9) nSoundSet=SS_THANK_YOU;&lt;br /&gt;
    else nSoundSet=SS_CHEER;&lt;br /&gt;
&lt;br /&gt;
    nApproval+=nApprovalChange;&lt;br /&gt;
    if(nApproval&amp;lt;-100)nApproval=-100;&lt;br /&gt;
    if(nApproval&amp;gt;100)nApproval=100;&lt;br /&gt;
    nApprovalChange=nApproval-trueapproval;&lt;br /&gt;
    AdjustFollowerApproval(oFollower,nApprovalChange,TRUE);&lt;br /&gt;
    PlaySoundSet(oFollower,nSoundSet);&lt;br /&gt;
    WR_DestroyObject(oItem);&lt;br /&gt;
    SetLocalInt(thiefwrit1,ITEM_COUNTER_1,GetFollowerApproval(oFollower));&lt;br /&gt;
&lt;br /&gt;
//if approval is 100 return everything&lt;br /&gt;
    if(GetFollowerApproval(oFollower)==100 &amp;amp;&amp;amp; trueapproval==100)&lt;br /&gt;
    {&lt;br /&gt;
        resource res=get_valeria_gift_resource(sGiftTag);&lt;br /&gt;
        UT_AddItemToInventory(res, 1,GetHero(),&amp;quot;&amp;quot;,TRUE);&lt;br /&gt;
        PlaySoundSet(oFollower, SS_THREATEN);&lt;br /&gt;
    }&lt;br /&gt;
//give extra skill, if her approval is high or take it away&lt;br /&gt;
    trueapproval=GetLocalInt(thiefwrit1,ITEM_COUNTER_1);&lt;br /&gt;
    if(trueapproval&amp;lt;65)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,0);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=65 &amp;amp;&amp;amp; trueapproval&amp;lt;75)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,1);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=75 &amp;amp;&amp;amp; trueapproval&amp;lt;85)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,2);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=85 &amp;amp;&amp;amp; trueapproval&amp;lt;95)&lt;br /&gt;
    {&lt;br /&gt;
        give_valeria_skill(oFollower,3);&lt;br /&gt;
    }&lt;br /&gt;
    if(trueapproval&amp;gt;=95)&lt;br /&gt;
    {&lt;br /&gt;
        int nStringRef = GetM2DAInt(TABLE_APPROVAL_NORMAL_RANGES, &amp;quot;StringRef&amp;quot;, APP_RANGE_FRIENDLY);&lt;br /&gt;
        SetFollowerApprovalDescription(oFollower, nStringRef);&lt;br /&gt;
        give_valeria_skill(oFollower,4);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handling the Event EVENT_TYPE_MODULE_LOAD==&lt;br /&gt;
&lt;br /&gt;
Add this in 'Event handling':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
        case EVENT_TYPE_MODULE_LOAD:&lt;br /&gt;
        {&lt;br /&gt;
            object [] thiefwrit=GetItemsInInventory(oPC,GET_ITEMS_OPTION_BACKPACK,0,&amp;quot;valeria_thief_contract&amp;quot;);&lt;br /&gt;
            object thiefwrit1=thiefwrit[0];&lt;br /&gt;
//get the true approval, and set the description appropriately&lt;br /&gt;
//has to be done, since the core game scripts do not have valeria in&lt;br /&gt;
//them to do it automatically&lt;br /&gt;
            int trueapproval=GetLocalInt(thiefwrit1,ITEM_COUNTER_1);&lt;br /&gt;
            if(trueapproval&amp;gt;=95)&lt;br /&gt;
            {&lt;br /&gt;
                int nStringRef = GetM2DAInt(TABLE_APPROVAL_NORMAL_RANGES, &amp;quot;StringRef&amp;quot;, APP_RANGE_FRIENDLY);&lt;br /&gt;
                SetFollowerApprovalDescription(oVal, nStringRef);&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changing Valeria's approval in other parts of the game==&lt;br /&gt;
&lt;br /&gt;
In many places of the game you might want to drop or increase approval.&lt;br /&gt;
Example: When you destroy the thief guild, Valeria is so pleased that her approval skyrockets. In a script you could have something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    object ofollow = UT_GetNearestObjectByTag(oPC,&amp;quot;valeria_npc&amp;quot;);&lt;br /&gt;
    AdjustFollowerApproval(ofollow,35,TRUE);&lt;br /&gt;
    valeria_approval();&lt;br /&gt;
//which means all approval functions, constants etc have be included &lt;br /&gt;
//as a say valeria_approval_functions_h file to those scripts. Just &lt;br /&gt;
//combine the appropriate functions that I've shown you here to create &lt;br /&gt;
//that file.&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another way to do this (it's what the game uses of course), is through the approval plots. That allows you to change approval in dialogs as well. But then again, the game has full control of the approval scripts.&lt;br /&gt;
&lt;br /&gt;
So I haven't done it, I always change her approval through scripts run from dialogs instead. I think you can easily add that though.&lt;br /&gt;
&lt;br /&gt;
==The potential problem and solutions==&lt;br /&gt;
&lt;br /&gt;
The aforementioned approach will have to be modified, so we can all use it. I have not thought about it hard.&lt;br /&gt;
&lt;br /&gt;
Imagine if two mods do this, while the core game script runs only once. We would reduce say, Alistair's approval twice as much, as the approval value of the gift.&lt;br /&gt;
&lt;br /&gt;
This occurs when we capture the event EVENT_TYPE_MODULE_HANDLE_GIFT:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
        case EVENT_TYPE_MODULE_HANDLE_GIFT:&lt;br /&gt;
        {&lt;br /&gt;
            object oFollower = GetEventObject(ev, 0);&lt;br /&gt;
            object oItem = GetEventObject(ev, 1);&lt;br /&gt;
            int nApprovalChange = GetEventInteger(ev, 0);  &lt;br /&gt;
            string sGiftTag = GetTag(oItem);&lt;br /&gt;
            if(GetTag(oFollower)!=&amp;quot;valeria_npc&amp;quot;)//&amp;lt;--HERE&lt;br /&gt;
            {&lt;br /&gt;
             if(sGiftTag==&amp;quot;valeria_gift1&amp;quot; ||sGiftTag==&amp;quot;valeria_gift2&amp;quot; ||sGiftTag==&amp;quot;valeria_gift3&amp;quot; ||sGiftTag==&amp;quot;valeria_gift4&amp;quot; ||sGiftTag==&amp;quot;valeria_gift5&amp;quot; ||sGiftTag==&amp;quot;valeria_gift6&amp;quot;)&lt;br /&gt;
             {&lt;br /&gt;
                AdjustFollowerApproval(oFollower,-nApprovalChange,TRUE);&lt;br /&gt;
                resource res=get_valeria_gift_resource(sGiftTag);&lt;br /&gt;
                UT_AddItemToInventory(res, 1,GetHero(),&amp;quot;&amp;quot;,TRUE);&lt;br /&gt;
                PlaySoundSet(oFollower, SS_GIFT_NEGATIVE);&lt;br /&gt;
             }&lt;br /&gt;
            }&lt;br /&gt;
...&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A possible solution is the following but I have not implemented it.&lt;br /&gt;
Have about 7-8 variables, as many as the original game npcs, and keep track of EVERYONE's approval. That way you can check to see if their approval has NOT changed from what its true value was before the gift handling event fired. If &lt;br /&gt;
1) Alistair's approval changed it means the core script run and we need to bring his approval to what it was.&lt;br /&gt;
2) his approval did not change it means either:&lt;br /&gt;
a)the core script hasn't run yet or &lt;br /&gt;
b) another mod run with the approach above and took his approval back. &lt;br /&gt;
&lt;br /&gt;
There's an easy way to find out if another mod is present (2b), so you probably don't need all that. If you check the inventory for the item, if it is still there, it means another mod already returned it.&lt;br /&gt;
I'll see if I can implement this at some point and update the wiki appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm sure if we think hard enough we can solve this easily and possibly in a more efficient way. I'll assume for now I'm done with the wiki and take a rest.&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Model_list&amp;diff=19980</id>
		<title>Model list</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Model_list&amp;diff=19980"/>
				<updated>2022-02-01T16:21:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox level editor}}&lt;br /&gt;
The idea behind showing these models is to give the player a quick view of the actual model that corresponds with a model file name.  Most of the files have meaningful names however the builder will still find that he/she has to place the model in the level to see what it looks like.  These will allow the builder to quickly view model images and thus save them time in level building.&lt;br /&gt;
&lt;br /&gt;
== DATool ==&lt;br /&gt;
[http://social.bioware.com/project/41/ DATool] is a small utility written by [http://social.bioware.com/108/ Adinos] that allows the viewing and retexturing of the models from Dragon Age.  If you do not see an image below for the model you're curious about try DATool.&lt;br /&gt;
&lt;br /&gt;
== Naming conventions ==&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Naming conventions#Model File Naming Convention|Naming conventions]]&lt;br /&gt;
&lt;br /&gt;
== Introductional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Black models are used to surround indoor areas so that players can see inside the walls when the camera is outside them.&lt;br /&gt;
* All screen shots are taken with a level of 64 x 64 size (smallest size possible). This allows you to see a relative scale of the model.  Most are placed within the level area but some are much larger than the area.&lt;br /&gt;
* Many of these images are not exactly to scale, the idea is to see what the image looks like rather than to see the exact size to scale.&lt;br /&gt;
* Some model images such as ceilings and roofs will be taken from underneath looking into the sky.&lt;br /&gt;
* Some model images look the same but are of different size.&lt;br /&gt;
* Some models extend below the grounds surface when placed. &lt;br /&gt;
* The models in this sheet are architectural and environmental.  Models that are props, placeables, fx, body parts etc can all be viewed in other areas of the toolset.&lt;br /&gt;
&lt;br /&gt;
== Black Boxes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Blk 01 0.jpg|Blk 01 0&lt;br /&gt;
File:Blk 02 0.jpg|Blk 02 0&lt;br /&gt;
File:Blk 03 0.jpg|Blk 03 0&lt;br /&gt;
File:Blk 04 0.jpg|Blk 04 0&lt;br /&gt;
File:Blk 05 0.jpg|Blk 05 0&lt;br /&gt;
File:Blk 06 0.jpg|Blk 06 0&lt;br /&gt;
File:Blk 07 0.jpg|Blk 07 0&lt;br /&gt;
File:Blk 08 0.jpg|Blk 08 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cave ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cai lrgcrna 0.jpg | cai lrgcrna 0&lt;br /&gt;
File:Cai lrgcrnb 0.jpg | cai lrgcrnb 0&lt;br /&gt;
File:Cai lrgdoor02 0.jpg | cai lrgdoor02 0&lt;br /&gt;
File:Cai lrgdoor03 0.jpg | cai lrgdoor03 0&lt;br /&gt;
File:Cai lrgdoor 0.jpg | cai lrgdoor 0&lt;br /&gt;
File:Cai lrgfloorb 0.jpg | cai lrgfloorb 0&lt;br /&gt;
File:Cai lrgroofa 0.jpg | cai lrgroofa 0&lt;br /&gt;
File:Cai lrgroofb 0.jpg | cai lrgroofb 0&lt;br /&gt;
File:Cai lrgwalla 0.jpg | cai lrgwalla 0&lt;br /&gt;
File:Cai lrgwallaweb2 0.jpg | cai lrgwallaweb2 0&lt;br /&gt;
File:Cai lrgwallaweb 0.jpg | cai lrgwallaweb 0&lt;br /&gt;
File:Cai lrgwallb 0.jpg | cai lrgwallb 0&lt;br /&gt;
File:Cai pillara 0.jpg | cai pillara 0&lt;br /&gt;
File:Cai pillaraweb 0.jpg | cai pillaraweb 0&lt;br /&gt;
File:Cai rock01 0.jpg | cai rock01 0&lt;br /&gt;
File:Cai totci01 0.jpg | cai totci01 0&lt;br /&gt;
File:Cai tuncurve02 0.jpg | cai tuncurve02 0&lt;br /&gt;
File:Cai tuncurve03 0.jpg | cai tuncurve03 0&lt;br /&gt;
File:Cai tunmed01 0.jpg | cai tunmed01 0&lt;br /&gt;
File:Cai tunn401 0.jpg | cai tunn401 0&lt;br /&gt;
File:Cai tunnend02 0.jpg | cai tunnend02 0&lt;br /&gt;
File:Cai tunnstrt01 0.jpg | cai tunnstrt01 0&lt;br /&gt;
File:Cai tunnstrt02 0.jpg | cai tunnstrt02 0&lt;br /&gt;
File:Cai tunnstrt03 0.jpg | cai tunnstrt03 0&lt;br /&gt;
File:Cai tunnstrt04 0.jpg | cai tunnstrt04 0&lt;br /&gt;
File:Cai tunnt01 0.jpg | cai tunnt01 0&lt;br /&gt;
File:Cai tunslope01 0.jpg | cai tunslope01 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cav bridge.jpg | cav bridge&lt;br /&gt;
File:Cav brkhallb 0.jpg | cav brkhallb 0&lt;br /&gt;
File:Cav brknwall c 0.jpg | cav brknwall c 0&lt;br /&gt;
File:Cav caiboulder01 0.jpg | cav caiboulder01 0&lt;br /&gt;
File:Cav caiboulder02 0.jpg | cav caiboulder02 0&lt;br /&gt;
File:Cav caiboulder03 0.jpg | cav caiboulder03 0&lt;br /&gt;
File:Cav caiplatform01 0.jpg | cav caiplatform01 0&lt;br /&gt;
File:Cav caiplatform02 0.jpg | cav caiplatform02 0&lt;br /&gt;
File:Cav caiplatform03 0.jpg | cav caiplatform03 0&lt;br /&gt;
File:Cav caiplatform04 0.jpg | cav caiplatform04 0&lt;br /&gt;
File:Cav caiwall01 0.jpg | cav caiwall01 0&lt;br /&gt;
File:Cav caiwall02 0.jpg | cav caiwall02 0&lt;br /&gt;
File:Cav caiwall03 0.jpg | cav caiwall03 0&lt;br /&gt;
File:Cav caiwall04 0.jpg | cav caiwall04 0&lt;br /&gt;
File:Cav caiwall05 0.jpg | cav caiwall05 0&lt;br /&gt;
File:Cav caiwall06 0.jpg | cav caiwall06 0&lt;br /&gt;
File:Cav caverocks01 0.jpg | cav caverocks01 0&lt;br /&gt;
File:Cav caverocks02 0.jpg | cav caverocks02 0&lt;br /&gt;
File:Cav caverocks03 0.jpg | cav caverocks03 0&lt;br /&gt;
File:Cav caverocks04 0.jpg | cav caverocks04 0&lt;br /&gt;
File:Cav cliffa.jpg | cav cliffa&lt;br /&gt;
File:Cav cliffb.jpg | cav cliffb&lt;br /&gt;
File:Cav cliffc.jpg | cav cliffc&lt;br /&gt;
File:Cav cliffe.jpg | cav cliffe&lt;br /&gt;
File:Cav cliffh.jpg | cav cliffh&lt;br /&gt;
File:Cav cliffk.jpg | cav cliffk&lt;br /&gt;
File:Cav dwhole01.jpg | cav dwhole01&lt;br /&gt;
File:Cav floor01.jpg | cav floor01&lt;br /&gt;
File:Cav floor02.jpg | cav floor02&lt;br /&gt;
File:Cav floor03.jpg | cav floor03&lt;br /&gt;
File:Cav floor04.jpg | cav floor04&lt;br /&gt;
File:Cav hallplug01.jpg | cav hallplug01&lt;br /&gt;
File:Cav lrgcrna.jpg | cav lrgcrna&lt;br /&gt;
File:Cav lrgcrnb.jpg | cav lrgcrnb&lt;br /&gt;
File:Cav lrgdoor.jpg | cav lrgdoor&lt;br /&gt;
File:Cav lrgdoor02.jpg | cav lrgdoor02&lt;br /&gt;
File:Cav lrgdoor03.jpg | cav lrgdoor03&lt;br /&gt;
File:Cav lrgfloor.jpg | cav lrgfloor&lt;br /&gt;
File:Cav lrgwalla.jpg | cav lrgwalla&lt;br /&gt;
File:Cav pillar.jpg | cav pillar&lt;br /&gt;
File:Cav rock01.jpg | cav rock01&lt;br /&gt;
File:Cav rockfloor01 0.jpg | cav rockfloor01 0&lt;br /&gt;
File:Cav rockfloor02 0.jpg | cav rockfloor02 0&lt;br /&gt;
File:Cav rockfloor03 0.jpg | cav rockfloor03 0&lt;br /&gt;
File:Cav rockwall01 0.jpg | cav rockwall01 0&lt;br /&gt;
File:Cav rockwall02 0.jpg | cav rockwall02 0&lt;br /&gt;
File:Cav rockwall03 0.jpg | cav rockwall03 0&lt;br /&gt;
File:Cav rockwall08 0.jpg | cav rockwall08 0&lt;br /&gt;
File:Cav rockwall09 0.jpg | cav rockwall09 0&lt;br /&gt;
File:Cav rockwall10 0.jpg | cav rockwall10 0&lt;br /&gt;
File:Cav roof.jpg | cav roof&lt;br /&gt;
File:Cav stalactite01 0.jpg | cav stalactite01 0&lt;br /&gt;
File:Cav stalactite02 0.jpg | cav stalactite02 0&lt;br /&gt;
File:Cav stalactite04 0.jpg | cav stalactite04 0&lt;br /&gt;
File:Cav stalactite05 0.jpg | cav stalactite05 0&lt;br /&gt;
File:Cav stalagmite01 0.jpg | cav stalagmite01 0&lt;br /&gt;
File:Cav stalagmite05 0.jpg | cav stalagmite05 0&lt;br /&gt;
File:Cav stalagmite06 0.jpg | cav stalagmite06 0&lt;br /&gt;
File:Cav stalagpillar05 0.jpg | cav stalagpillar05 0&lt;br /&gt;
File:Cav todwi.jpg | cav todwi&lt;br /&gt;
File:Cav tuncurve01.jpg | cav tuncurve01&lt;br /&gt;
File:Cav tuncurve02.jpg | cav tuncurve02&lt;br /&gt;
File:Cav tunend.jpg | cav tunend&lt;br /&gt;
File:Cav tunend02.jpg | cav tunend02&lt;br /&gt;
File:Cav tunfour.jpg | cav tunfour&lt;br /&gt;
File:Cav tunslope01.jpg | cav tunslope01&lt;br /&gt;
File:Cav tunslope02.jpg | cav tunslope02&lt;br /&gt;
File:Cav tunslope03.jpg | cav tunslope03&lt;br /&gt;
File:Cav tunstr01.jpg | cav tunstr01&lt;br /&gt;
File:Cav tunstr02.jpg | cav tunstr02&lt;br /&gt;
File:Cav tuntee.jpg | cav tuntee&lt;br /&gt;
File:Cav tunwhite.jpg | cav tunwhite&lt;br /&gt;
File:Cav wallhole c 0.jpg | cav wallhole c 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cave Deep Road ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cdr dwi deepr brkn 0.jpg|cdr dwi deepr brkn 0&lt;br /&gt;
File:Cdr dwi deepr cave1 0.jpg|cdr dwi deepr cave1 0&lt;br /&gt;
File:Cdr dwi deepr cave2 0.jpg|cdr dwi deepr cave2 0&lt;br /&gt;
File:Cdr dwi deepr cent 0.jpg|cdr dwi deepr cent 0&lt;br /&gt;
File:Cdr dwi deepr cntr 0.jpg|cdr dwi deepr cntr 0&lt;br /&gt;
File:Cdr dwi deepr crn 0.jpg|cdr dwi deepr crn 0&lt;br /&gt;
File:Cdr dwi deepr door 0.jpg|cdr dwi deepr door 0&lt;br /&gt;
File:Cdr dwi deepr exit 0.jpg|dr dwi deepr exit 0&lt;br /&gt;
File:Cdr dwi deepr guls 0.jpg|dr dwi deepr guls 0&lt;br /&gt;
File:Cdr dwi deepr tsec 0.jpg|dr dwi deepr tsec 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chantry Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Che chapllar01 0.jpg|che chapllar01 0&lt;br /&gt;
File:Che chapllar02 0.jpg|che chapllar02 0&lt;br /&gt;
File:Che largebase 0.jpg|che largebase 0&lt;br /&gt;
File:Che largeglass 0.jpg|che largeglass 0&lt;br /&gt;
File:Che largetop 0.jpg|che largetop 0&lt;br /&gt;
File:Che smallbase 0.jpg|che smallbase 0&lt;br /&gt;
File:Che smallglass 0.jpg|che smallglass 0&lt;br /&gt;
File:Che smalltop 0.jpg|che smalltop 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chantry Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chi chaarch.jpg | Chi chaarch&lt;br /&gt;
File:Chi chaarch01.jpg | Chi chaarch01&lt;br /&gt;
File:Chi chaarea 0.jpg | Chi chaarea 0&lt;br /&gt;
File:Chi chaarea 1.jpg | Chi chaarea 1&lt;br /&gt;
File:Chi chaarea 2.jpg | Chi chaarea 2&lt;br /&gt;
File:Chi chaarea 3.jpg | Chi chaarea 3&lt;br /&gt;
File:Chi chaceiling01.jpg | Chi chaceiling01&lt;br /&gt;
File:Chi chaceiling02.jpg | Chi chaceiling02&lt;br /&gt;
File:Chi chadesign01.jpg | Chi chadesign01&lt;br /&gt;
File:Chi chadesign01a.jpg | Chi chadesign01a&lt;br /&gt;
File:Chi chadesign02.jpg | Chi chadesign02&lt;br /&gt;
File:Chi chadesign03.jpg | Chi chadesign03&lt;br /&gt;
File:Chi chadesign04.jpg | Chi chadesign04&lt;br /&gt;
File:Chi chafloor01.jpg | Chi chafloor01&lt;br /&gt;
File:Chi chafloor03.jpg | Chi chafloor03&lt;br /&gt;
File:Chi chapillar01.jpg | Chi chapillar01&lt;br /&gt;
File:Chi chapillar03.jpg | Chi chapillar03&lt;br /&gt;
File:Chi chapillar04.jpg | Chi chapillar04&lt;br /&gt;
File:Chi chapltfrm.jpg | Chi chapltfrm&lt;br /&gt;
File:Chi chapltfrm 0.jpg | Chi chapltfrm 0&lt;br /&gt;
File:Chi chascafold.jpg | Chi chascafold&lt;br /&gt;
File:Chi chascafold02.jpg | Chi chascafold02&lt;br /&gt;
File:Chi chasun.jpg | Chi chasun&lt;br /&gt;
File:Chi chawall01.jpg | Chi chawall01&lt;br /&gt;
File:Chi chawall01a.jpg | Chi chawall01a&lt;br /&gt;
File:Chi chawall02.jpg | Chi chawall02&lt;br /&gt;
File:Chi chawall02a.jpg | Chi chawall02a&lt;br /&gt;
File:Chi chawall03.jpg | Chi chawall03&lt;br /&gt;
File:Chi chawall03a.jpg | Chi chawall03a&lt;br /&gt;
File:Chi chawall04.jpg | Chi chawall04&lt;br /&gt;
File:Chi chawall06.jpg | Chi chawall06&lt;br /&gt;
File:Chi chawall07.jpg | Chi chawall07&lt;br /&gt;
File:Chi chawall08.jpg | Chi chawall08&lt;br /&gt;
File:Chi chawall08a.jpg | Chi chawall08a&lt;br /&gt;
File:Chi chawall09.jpg | Chi chawall09&lt;br /&gt;
File:Chi chawall10.jpg | Chi chawall10&lt;br /&gt;
File:Chi chawall11.jpg | Chi chawall11&lt;br /&gt;
File:Chi chawin01.jpg | Chi chawin01&lt;br /&gt;
File:Chi chawindow.jpg | Chi chawindow&lt;br /&gt;
File:Chi smblkwalla.jpg | Chi smblkwalla&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf Slum Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dse home01 0.jpg   |Dse home01 0&lt;br /&gt;
File:Dse home02 0.jpg   |Dse home02 0&lt;br /&gt;
File:Dse home03 0.jpg   |Dse home03 0&lt;br /&gt;
File:Dse home04 0.jpg   |Dse home04 0&lt;br /&gt;
File:Dse home05 0.jpg   |Dse home05 0&lt;br /&gt;
File:Dse home06 0.jpg   |Dse home06 0&lt;br /&gt;
File:Dse home07 0.jpg   |Dse home07 0&lt;br /&gt;
File:Dse home08 0.jpg   |Dse home08 0&lt;br /&gt;
File:Dse pillar01 0.jpg |Dse pillar01 0&lt;br /&gt;
File:Dse pillar02 0.jpg |Dse pillar02 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarf Slum Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dsi dtroom cnri01.jpg     |  dsi dtroom cnri01&lt;br /&gt;
File:Dsi dtroom cnro01.jpg     |  dsi dtroom cnro01&lt;br /&gt;
File:Dsi dtroom door01.jpg     |  dsi dtroom door01&lt;br /&gt;
File:Dsi dtroom door02.jpg     |  dsi dtroom door02&lt;br /&gt;
File:Dsi dtroom flor01.jpg     |  dsi dtroom flor01&lt;br /&gt;
File:Dsi dtroom halel02.jpg    |  dsi dtroom halel02&lt;br /&gt;
File:Dsi dtroom haler02.jpg    |  dsi dtroom haler02&lt;br /&gt;
File:Dsi dtroom strt01.jpg     |  dsi dtroom strt01&lt;br /&gt;
File:Dsi slumroof 01.jpg       |  dsi slumroof 01&lt;br /&gt;
File:Dsi slumroof 02.jpg       |  dsi slumroof 02&lt;br /&gt;
File:Dsi slumroom cnri01.jpg   |  dsi slumroom cnri01&lt;br /&gt;
File:Dsi slumroom cnro01.jpg   |  dsi slumroom cnro01&lt;br /&gt;
File:Dsi slumroom door01.jpg   |  dsi slumroom door01&lt;br /&gt;
File:Dsi slumroom door02.jpg   |  dsi slumroom door02&lt;br /&gt;
File:Dsi slumroom flor01.jpg   |  dsi slumroom flor01&lt;br /&gt;
File:Dsi slumroom flor02.jpg   |  dsi slumroom flor02&lt;br /&gt;
File:Dsi slumroom hal301.jpg   |  dsi slumroom hal301&lt;br /&gt;
File:Dsi slumroom hal401.jpg   |  dsi slumroom hal401&lt;br /&gt;
File:Dsi slumroom halb01.jpg   |  dsi slumroom halb01&lt;br /&gt;
File:Dsi slumroom hale01.jpg   |  dsi slumroom hale01&lt;br /&gt;
File:Dsi slumroom halel01.jpg  |  dsi slumroom halel01&lt;br /&gt;
File:Dsi slumroom halel02.jpg  |  dsi slumroom halel02&lt;br /&gt;
File:Dsi slumroom haler01.jpg  |  dsi slumroom haler01&lt;br /&gt;
File:Dsi slumroom haler02.jpg  |  dsi slumroom haler02&lt;br /&gt;
File:Dsi slumroom halr 0.jpg   |  dsi slumroom halr 0&lt;br /&gt;
File:Dsi slumroom hals01.jpg   |  dsi slumroom hals01&lt;br /&gt;
File:Dsi slumroom stair01.jpg  |  dsi slumroom stair01&lt;br /&gt;
File:Dsi slumroom stair02.jpg  |  dsi slumroom stair02&lt;br /&gt;
File:Dsi slumroom stair03.jpg  |  dsi slumroom stair03&lt;br /&gt;
File:Dsi slumroom stair04.jpg  |  dsi slumroom stair04&lt;br /&gt;
File:Dsi slumroom strt01.jpg   |  dsi slumroom strt01&lt;br /&gt;
File:Dsi slumroom strt02.jpg   |  dsi slumroom strt02&lt;br /&gt;
File:Dsi slumroom tomb01.jpg   |  dsi slumroom tomb01&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Castle ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fca arch01 0.jpg | fca arch01 0&lt;br /&gt;
File:Fca arch02 0.jpg | fca arch02 0&lt;br /&gt;
File:Fca arch03 0.jpg | fca arch03 0&lt;br /&gt;
File:Fca archfade01 0.jpg | fca archfade01 0&lt;br /&gt;
File:Fca archfade02 0.jpg | fca archfade02 0&lt;br /&gt;
File:Fca balcony01 0.jpg | fca balcony01 0&lt;br /&gt;
File:Fca balcony02 0.jpg | fca balcony02 0&lt;br /&gt;
File:Fca balcony03 0.jpg | fca balcony03 0&lt;br /&gt;
File:Fca balcony04 0.jpg | fca balcony04 0&lt;br /&gt;
File:Fca c redbridge 0.jpg | fca c redbridge 0&lt;br /&gt;
File:Fca c redbridge 1.jpg | fca c redbridge 1&lt;br /&gt;
File:Fca c redcastle 1.jpg | fca c redcastle 1&lt;br /&gt;
File:Fca ceiling01 0.jpg | fca ceiling01 0&lt;br /&gt;
File:Fca ceiling02 0.jpg | fca ceiling02 0&lt;br /&gt;
File:Fca ceiling03 0.jpg | fca ceiling03 0&lt;br /&gt;
File:Fca ceiling04 0.jpg | fca ceiling04 0&lt;br /&gt;
File:Fca ceiling05 0.jpg | fca ceiling05 0&lt;br /&gt;
File:Fca chimney 0.jpg | fca chimney 0&lt;br /&gt;
File:Fca corr01 0.jpg | fca corr01 0&lt;br /&gt;
File:Fca corr02 0.jpg | fca corr02 0&lt;br /&gt;
File:Fca corr03 0.jpg | fca corr03 0&lt;br /&gt;
File:Fca corr04 0.jpg | fca corr04 0&lt;br /&gt;
File:Fca corr05 0.jpg | fca corr05 0&lt;br /&gt;
File:Fca corr06 0.jpg | fca corr06 0&lt;br /&gt;
File:Fca corr07 0.jpg | fca corr07 0&lt;br /&gt;
File:Fca corr08 0.jpg | fca corr08 0&lt;br /&gt;
File:Fca corrdr01 0.jpg | fca corrdr01 0&lt;br /&gt;
File:Fca corrdr02 0.jpg | fca corrdr02 0&lt;br /&gt;
File:Fca corrtop01 0.jpg | fca corrtop01 0&lt;br /&gt;
File:Fca corrtop02 0.jpg | fca corrtop02 0&lt;br /&gt;
File:Fca corrtop03 0.jpg | fca corrtop03 0&lt;br /&gt;
File:Fca corrtop04 0.jpg | fca corrtop04 0&lt;br /&gt;
File:Fca corrtop05 0.jpg | fca corrtop05 0&lt;br /&gt;
File:Fca corrtop06 0.jpg | fca corrtop06 0&lt;br /&gt;
File:Fca corrtop07 0.jpg | fca corrtop07 0&lt;br /&gt;
File:Fca corrtop08 0.jpg | fca corrtop08 0&lt;br /&gt;
File:Fca corrtop09 0.jpg | fca corrtop09 0&lt;br /&gt;
File:Fca corrtop10 0.jpg | fca corrtop10 0&lt;br /&gt;
File:Fca corrtop11 0.jpg | fca corrtop11 0&lt;br /&gt;
File:Fca corrtop12 0.jpg | fca corrtop12 0&lt;br /&gt;
File:Fca corrwall01 0.jpg | fca corrwall01 0&lt;br /&gt;
File:Fca corrwall02 0.jpg | fca corrwall02 0&lt;br /&gt;
File:Fca corrwall03 0.jpg | fca corrwall03 0&lt;br /&gt;
File:Fca corrwall04 0.jpg | fca corrwall04 0&lt;br /&gt;
File:Fca door01 0.jpg | fca door01 0&lt;br /&gt;
File:Fca door02 0.jpg | fca door02 0&lt;br /&gt;
File:Fca door03 0.jpg | fca door03 0&lt;br /&gt;
File:Fca door04 0.jpg | fca door04 0&lt;br /&gt;
File:Fca door05 0.jpg | fca door05 0&lt;br /&gt;
File:Fca floor01 0.jpg | fca floor01 0&lt;br /&gt;
File:Fca floor02 0.jpg | fca floor02 0&lt;br /&gt;
File:Fca keystone01 0.jpg | fca keystone01 0&lt;br /&gt;
File:Fca lrgwall01 0.jpg | fca lrgwall01 0&lt;br /&gt;
File:Fca lrgwall02 0.jpg | fca lrgwall02 0&lt;br /&gt;
File:Fca lrgwall03 0.jpg | fca lrgwall03 0&lt;br /&gt;
File:Fca lrgwall04 0.jpg | fca lrgwall04 0&lt;br /&gt;
File:Fca lrgwall05 0.jpg | fca lrgwall05 0&lt;br /&gt;
File:Fca lrgwall06 0.jpg | fca lrgwall06 0&lt;br /&gt;
File:Fca lrgwall07 0.jpg | fca lrgwall07 0&lt;br /&gt;
File:Fca lrgwall08 0.jpg | fca lrgwall08 0&lt;br /&gt;
File:Fca outwall01 0.jpg | fca outwall01 0&lt;br /&gt;
File:Fca outwall02 0.jpg | fca outwall02 0&lt;br /&gt;
File:Fca pillar01 0.jpg | fca pillar01 0&lt;br /&gt;
File:Fca pillar02 0.jpg | fca pillar02 0&lt;br /&gt;
File:Fca pillar03 0.jpg | fca pillar03 0&lt;br /&gt;
File:Fca pillar04 0.jpg | fca pillar04 0&lt;br /&gt;
File:Fca pillar05 0.jpg | fca pillar05 0&lt;br /&gt;
File:Fca pillar06 0.jpg | fca pillar06 0&lt;br /&gt;
File:Fca stand 0.jpg | fca stand 0&lt;br /&gt;
File:Fca tower01 0.jpg | fca tower01 0&lt;br /&gt;
File:Fca wall01 0.jpg | fca wall01 0&lt;br /&gt;
File:Fca wall02 0.jpg | fca wall02 0&lt;br /&gt;
File:Fca wall03 0.jpg | fca wall03 0&lt;br /&gt;
File:Fca wall04 0.jpg | fca wall04 0&lt;br /&gt;
File:Fca wallplug01 0.jpg | fca wallplug01 0&lt;br /&gt;
File:Fca wallplug02 0.jpg | fca wallplug02 0&lt;br /&gt;
File:Fca wallplug03 0.jpg | fca wallplug03 0&lt;br /&gt;
File:Fca wallplug04 0.jpg | fca wallplug04 0&lt;br /&gt;
File:Fca wallplug05 0.jpg | fca wallplug05 0&lt;br /&gt;
File:Fca wdbeam01 0.jpg | fca wdbeam01 0&lt;br /&gt;
File:Fca wdbeam02 0.jpg | fca wdbeam02 0&lt;br /&gt;
File:Fca wdbeam03 0.jpg | fca wdbeam03 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Castle Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fce estwall 05 0.jpg|fce estwall 05 0&lt;br /&gt;
File:Fce estwall 05 1.jpg|fce estwall 05 1&lt;br /&gt;
File:Fce pubsgn01 0.jpg|fce pubsgn01 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Castle Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fci archf 01.jpg        |  fci archf 01&lt;br /&gt;
File:Fci bwall 02.jpg        |  fci bwall 02&lt;br /&gt;
File:Fci bwall 05.jpg        |  fci bwall 05&lt;br /&gt;
File:Fci castarch 01.jpg     |  fci castarch 01&lt;br /&gt;
File:Fci castarch 02.jpg     |  fci castarch 02&lt;br /&gt;
File:Fci castarch 05.jpg     |  fci castarch 05&lt;br /&gt;
File:Fci castctop door01.jpg |  fci castctop door01&lt;br /&gt;
File:Fci ceila 05.jpg        |  fci ceila 05&lt;br /&gt;
File:Fci ceila 14.jpg        |  fci ceila 14&lt;br /&gt;
File:Fci ceila 15.jpg        |  fci ceila 15&lt;br /&gt;
File:Fci ceila 16.jpg        |  fci ceila 16&lt;br /&gt;
File:Fci ceila 24.jpg        |  fci ceila 24&lt;br /&gt;
File:Fci ceila 34.jpg        |  fci ceila 34&lt;br /&gt;
File:Fci floor 01.jpg        |  fci floor 01&lt;br /&gt;
File:Fci floor 04.jpg        |  fci floor 04&lt;br /&gt;
File:Fci part 02.jpg         |  fci part 02&lt;br /&gt;
File:Fci part 06.jpg         |  fci part 06&lt;br /&gt;
File:Fci part 08.jpg         |  fci part 08&lt;br /&gt;
File:Fci pil 01.jpg          |  fci pil 01&lt;br /&gt;
File:Fci pil 05.jpg          |  fci pil 05&lt;br /&gt;
File:Fci roof 02.jpg         |  fci roof 02&lt;br /&gt;
File:Fci roof 04.jpg         |  fci roof 04&lt;br /&gt;
File:Fci roof 06.jpg         |  fci roof 06&lt;br /&gt;
File:Fci rubble 01.jpg       |  fci rubble 01&lt;br /&gt;
File:Fci rubble 02.jpg       |  fci rubble 02&lt;br /&gt;
File:Fci tower 01.jpg        |  fci tower 01&lt;br /&gt;
File:Fci wall 01.jpg         |  fci wall 01&lt;br /&gt;
File:Fci wall 02.jpg         |  fci wall 02&lt;br /&gt;
File:Fci wall 04.jpg         |  fci wall 04&lt;br /&gt;
File:Fci wall 05.jpg         |  fci wall 05&lt;br /&gt;
File:Fci wall 07.jpg         |  fci wall 07&lt;br /&gt;
File:Fci wall 10.jpg         |  fci wall 10&lt;br /&gt;
File:Fci wall 12.jpg         |  fci wall 12&lt;br /&gt;
File:Fci wall 14.jpg         |  fci wall 14&lt;br /&gt;
File:Fci wall 15.jpg         |  fci wall 15&lt;br /&gt;
File:Fci wall 16.jpg         |  fci wall 16&lt;br /&gt;
File:Fci wall 24.jpg         |  fci wall 24&lt;br /&gt;
File:Fci wall 30.jpg         |  fci wall 30&lt;br /&gt;
File:Fci wall 34.jpg         |  fci wall 34&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Frt main 0.jpg|frt main 0&lt;br /&gt;
File:Frt main plc 0.jpg|frt main plc 0&lt;br /&gt;
File:Frt main rest 0.jpg|frt main rest 0&lt;br /&gt;
File:Frt main wall 0.jpg|frt main wall 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Dungeon Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fdi dun3wy 0.jpg       | fdi dun3wy 0&lt;br /&gt;
File:Fdi dun4pillars 0.jpg  | fdi dun4pillars 0&lt;br /&gt;
File:Fdi dun4wy 0.jpg       | fdi dun4wy 0&lt;br /&gt;
File:Fdi dun90deg 0.jpg     | fdi dun90deg 0&lt;br /&gt;
File:Fdi dunbars 0.jpg      | fdi dunbars 0&lt;br /&gt;
File:Fdi duncell 0.jpg      | fdi duncell 0&lt;br /&gt;
File:Fdi duncorn 01 0.jpg   | fdi duncorn 01 0&lt;br /&gt;
File:Fdi dundoor 01 0.jpg   | fdi dundoor 01 0&lt;br /&gt;
File:Fdi dundoor 02 0.jpg   | fdi dundoor 02 0&lt;br /&gt;
File:Fdi dunend 0.jpg       | fdi dunend 0&lt;br /&gt;
File:Fdi dunfloor01 0.jpg   | fdi dunfloor01 0&lt;br /&gt;
File:Fdi dungate 0.jpg      | fdi dungate 0&lt;br /&gt;
File:Fdi dunnarr 01 0.jpg   | fdi dunnarr 01 0&lt;br /&gt;
File:Fdi dunnarr 02 0.jpg   | fdi dunnarr 02 0&lt;br /&gt;
File:Fdi dunrock01 0.jpg    | fdi dunrock01 0&lt;br /&gt;
File:Fdi dunrock02 0.jpg    | fdi dunrock02 0&lt;br /&gt;
File:Fdi dunrock03 0.jpg    | fdi dunrock03 0&lt;br /&gt;
File:Fdi dunrock04 0.jpg    | fdi dunrock04 0&lt;br /&gt;
File:Fdi dunroof01 0.jpg    | fdi dunroof01 0&lt;br /&gt;
File:Fdi dunroof02 0.jpg    | fdi dunroof02 0&lt;br /&gt;
File:Fdi dunstair01 0.jpg   | fdi dunstair01 0&lt;br /&gt;
File:Fdi dunstair02 0.jpg   | fdi dunstair02 0&lt;br /&gt;
File:Fdi dunstrait 0.jpg    | fdi dunstrait 0&lt;br /&gt;
File:Fdi dunwall01 0.jpg    | fdi dunwall01 0&lt;br /&gt;
File:Fdi dunwall02 0.jpg    | fdi dunwall02 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Human Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fhe balccrna 0.jpg      | fhe balccrna 0&lt;br /&gt;
File:Fhe balccrnb 0.jpg      | fhe balccrnb 0&lt;br /&gt;
File:Fhe balcmid 0.jpg       | fhe balcmid 0&lt;br /&gt;
File:Fhe barnscaffa 0.jpg    | fhe barnscaffa 0&lt;br /&gt;
File:Fhe barnscaffb 0.jpg    | fhe barnscaffb 0&lt;br /&gt;
File:Fhe bridgebase 0.jpg    | fhe bridgebase 0&lt;br /&gt;
File:Fhe bridgestn 0.jpg     | fhe bridgestn 0&lt;br /&gt;
File:Fhe canopy01 0.jpg      | fhe canopy01 0&lt;br /&gt;
File:Fhe canopy02 0.jpg      | fhe canopy02 0&lt;br /&gt;
File:Fhe cantlvr 0.jpg       | fhe cantlvr 0&lt;br /&gt;
File:Fhe chandrs 0.jpg       | fhe chandrs 0&lt;br /&gt;
File:Fhe chim 0.jpg          | fhe chim 0&lt;br /&gt;
File:Fhe coop 0.jpg          | fhe coop 0&lt;br /&gt;
File:Fhe cotta 0.jpg         | fhe cotta 0&lt;br /&gt;
File:Fhe cottb 0.jpg         | fhe cottb 0&lt;br /&gt;
File:Fhe cottc 0.jpg         | fhe cottc 0&lt;br /&gt;
File:Fhe cottd 0.jpg         | fhe cottd 0&lt;br /&gt;
File:Fhe cotte 0.jpg         | fhe cotte 0&lt;br /&gt;
File:Fhe decfull 0.jpg       | fhe decfull 0&lt;br /&gt;
File:Fhe dechlf 0.jpg        | fhe dechlf 0&lt;br /&gt;
File:Fhe doorfrs 0.jpg       | fhe doorfrs 0&lt;br /&gt;
File:Fhe fence01 0.jpg       | fhe fence01 0&lt;br /&gt;
File:Fhe midbev 0.jpg        | fhe midbev 0&lt;br /&gt;
File:Fhe midins 0.jpg        | fhe midins 0&lt;br /&gt;
File:Fhe midrnd 0.jpg        | fhe midrnd 0&lt;br /&gt;
File:Fhe midslant 0.jpg      | fhe midslant 0&lt;br /&gt;
File:Fhe midsm 0.jpg         | fhe midsm 0&lt;br /&gt;
File:Fhe midsq 0.jpg         | fhe midsq 0&lt;br /&gt;
File:Fhe midtall 0.jpg       | fhe midtall 0&lt;br /&gt;
File:Fhe rampplank 0.jpg     | fhe rampplank 0&lt;br /&gt;
File:Fhe rivrbnk 0.jpg       | fhe rivrbnk 0&lt;br /&gt;
File:Fhe rockb2 0.jpg        | fhe rockb2 0&lt;br /&gt;
File:Fhe roofcrn 0.jpg       | fhe roofcrn 0&lt;br /&gt;
File:Fhe roofcrnsm 0.jpg     | fhe roofcrnsm 0&lt;br /&gt;
File:Fhe roofcrntht 0.jpg    | fhe roofcrntht 0&lt;br /&gt;
File:Fhe roofpl 0.jpg        | fhe roofpl 0&lt;br /&gt;
File:Fhe roofplpk 0.jpg      | fhe roofplpk 0&lt;br /&gt;
File:Fhe roofthtpk 0.jpg     | fhe roofthtpk 0&lt;br /&gt;
File:Fhe roofwin 0.jpg       | fhe roofwin 0&lt;br /&gt;
File:Fhe rubble 0.jpg        | fhe rubble 0&lt;br /&gt;
File:Fhe scaff 0.jpg         | fhe scaff 0&lt;br /&gt;
File:Fhe shuta 0.jpg         | fhe shuta 0&lt;br /&gt;
File:Fhe shutb 0.jpg         | fhe shutb 0&lt;br /&gt;
File:Fhe slum01 0.jpg        | fhe slum01 0&lt;br /&gt;
File:Fhe slum02 0.jpg        | fhe slum02 0&lt;br /&gt;
File:Fhe slum04 0.jpg        | fhe slum04 0&lt;br /&gt;
File:Fhe slum05 0.jpg        | fhe slum05 0&lt;br /&gt;
File:Fhe stiltl 0.jpg        | fhe stiltl 0&lt;br /&gt;
File:Fhe stiltm 0.jpg        | fhe stiltm 0&lt;br /&gt;
File:Fhe stiltn 0.jpg        | fhe stiltn 0&lt;br /&gt;
File:Fhe stilts 0.jpg        | fhe stilts 0&lt;br /&gt;
File:Fhe truss 0.jpg         | fhe truss 0&lt;br /&gt;
File:Fhe walkl02 0.jpg       | fhe walkl02 0&lt;br /&gt;
File:Fhe walkl 0.jpg         | fhe walkl 0&lt;br /&gt;
File:Fhe walkm02 0.jpg       | fhe walkm02 0&lt;br /&gt;
File:Fhe walkm 0.jpg         | fhe walkm 0&lt;br /&gt;
File:Fhe wall01 0.jpg        | fhe wall01 0&lt;br /&gt;
File:Fhe wall02 0.jpg        | fhe wall02 0&lt;br /&gt;
File:Fhe wall03 0.jpg        | fhe wall03 0&lt;br /&gt;
File:Fhe walljoint 0.jpg     | fhe walljoint 0&lt;br /&gt;
File:Fhe winl 0.jpg          | fhe winl 0&lt;br /&gt;
File:Fhe wins 0.jpg          | fhe wins 0&lt;br /&gt;
File:Fhe wtrwhl 0.jpg        | fhe wtrwhl 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fhec bgcliffa 0.jpg    |fhec bgcliffa 0&lt;br /&gt;
File:Fhec bgcliffb 0.jpg    |fhec bgcliffb 0&lt;br /&gt;
File:Fhec bgcliffc 0.jpg    |fhec bgcliffc 0&lt;br /&gt;
File:Fhec redmill02 0.jpg   |fhec redmill02 0&lt;br /&gt;
File:Fhec redmill 0.jpg     |fhec redmill 0&lt;br /&gt;
File:Fhec redvilla 0.jpg    |fhec redvilla 0&lt;br /&gt;
File:Fhec redvillb 0.jpg    |fhec redvillb 0&lt;br /&gt;
File:Fhec redvillc 0.jpg    |fhec redvillc 0&lt;br /&gt;
File:Fhec redvilld 0.jpg    |fhec redvilld 0&lt;br /&gt;
File:Fhec redville 0.jpg    |fhec redville 0&lt;br /&gt;
File:Fhec redvillf 0.jpg    |fhec redvillf 0&lt;br /&gt;
File:Fhec redvillk 0.jpg    |fhec redvillk 0&lt;br /&gt;
File:Fhec redvilll 0.jpg    |fhec redvilll 0&lt;br /&gt;
File:Fhec redvillm 0.jpg    |fhec redvillm 0&lt;br /&gt;
File:Fhec tavernbody 0.jpg  |fhec tavernbody 0&lt;br /&gt;
File:Fhec tavernroof1 0.jpg |fhec tavernroof1 0&lt;br /&gt;
File:Fhec tavernroof2 0.jpg |fhec tavernroof2 0&lt;br /&gt;
File:Fhec tavernroof3 0.jpg |fhec tavernroof3 0&lt;br /&gt;
File:Fhec tavernsup 0.jpg   |fhec tavernsup 0&lt;br /&gt;
File:Fhec windmillbody 0.jpg|fhec windmillbody 0&lt;br /&gt;
File:Fhec windmilldoor 0.jpg|fhec windmilldoor 0&lt;br /&gt;
File:Fhec windmilltop 0.jpg |fhec windmilltop 0&lt;br /&gt;
File:Fhec windmillwhl 0.jpg |fhec windmillwhl 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Human Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fhi ceiling2 0.jpg           | fhi ceiling2 0&lt;br /&gt;
File:Fhi ceiling 0.jpg            | fhi ceiling 0&lt;br /&gt;
File:Fhi ceilingangle 0.jpg       | fhi ceilingangle 0&lt;br /&gt;
File:Fhi floorstone1x3a 0.jpg     | fhi floorstone1x3a 0&lt;br /&gt;
File:Fhi floorstone1x3b 0.jpg     | fhi floorstone1x3b 0&lt;br /&gt;
File:Fhi floorstone3x3 0.jpg      | fhi floorstone3x3 0&lt;br /&gt;
File:Fhi floorstone 0.jpg         | fhi floorstone 0&lt;br /&gt;
File:Fhi floorstoneedge 0.jpg     | fhi floorstoneedge 0&lt;br /&gt;
File:Fhi floorstonestrip 0.jpg    | fhi floorstonestrip 0&lt;br /&gt;
File:Fhi floorwood1x3 0.jpg       | fhi floorwood1x3 0&lt;br /&gt;
File:Fhi floorwood3x3 0.jpg       | fhi floorwood3x3 0&lt;br /&gt;
File:Fhi floorwood 0.jpg          | fhi floorwood 0&lt;br /&gt;
File:Fhi floorwoodstrip 0.jpg     | fhi floorwoodstrip 0&lt;br /&gt;
File:Fhi pillarbracket 0.jpg      | fhi pillarbracket 0&lt;br /&gt;
File:Fhi pillarstone 0.jpg        | fhi pillarstone 0&lt;br /&gt;
File:Fhi pillarwood2 0.jpg        | fhi pillarwood2 0&lt;br /&gt;
File:Fhi pillarwood3 0.jpg        | fhi pillarwood3 0&lt;br /&gt;
File:Fhi pillarwood 0.jpg         | fhi pillarwood 0&lt;br /&gt;
File:Fhi prp barleft 0.jpg        | fhi prp barleft 0&lt;br /&gt;
File:Fhi prp barright 0.jpg       | fhi prp barright 0&lt;br /&gt;
File:Fhi prp bendbox 0.jpg        | fhi prp bendbox 0&lt;br /&gt;
File:Fhi prp bendboxlg 0.jpg      | fhi prp bendboxlg 0&lt;br /&gt;
File:Fhi prp box 0.jpg            | fhi prp box 0&lt;br /&gt;
File:Fhi prp boxcandles 0.jpg     | fhi prp boxcandles 0&lt;br /&gt;
File:Fhi prp boxsm 0.jpg          | fhi prp boxsm 0&lt;br /&gt;
File:Fhi prp cabinet 0.jpg        | fhi prp cabinet 0&lt;br /&gt;
File:Fhi prp cratelid 0.jpg       | fhi prp cratelid 0&lt;br /&gt;
File:Fhi prp crateopen 0.jpg      | fhi prp crateopen 0&lt;br /&gt;
File:Fhi prp mid 0.jpg            | fhi prp mid 0&lt;br /&gt;
File:Fhi prp shelfwall l 0.jpg    | fhi prp shelfwall l 0&lt;br /&gt;
File:Fhi prp shelfwall m 0.jpg    | fhi prp shelfwall m 0&lt;br /&gt;
File:Fhi prp wheel 0.jpg          | fhi prp wheel 0&lt;br /&gt;
File:Fhi stairswood 0.jpg         | fhi stairswood 0&lt;br /&gt;
File:Fhi stiarsdown 0.jpg         | fhi stiarsdown 0&lt;br /&gt;
File:Fhi upper 0.jpg              | fhi upper 0&lt;br /&gt;
File:Fhi upperanglel 0.jpg        | fhi upperanglel 0&lt;br /&gt;
File:Fhi upperangler 0.jpg        | fhi upperangler 0&lt;br /&gt;
File:Fhi upperbeam 0.jpg          | fhi upperbeam 0&lt;br /&gt;
File:Fhi upperhalf 0.jpg          | fhi upperhalf 0&lt;br /&gt;
File:Fhi upperpillar 0.jpg        | fhi upperpillar 0&lt;br /&gt;
File:Fhi upperpillarwd 0.jpg      | fhi upperpillarwd 0&lt;br /&gt;
File:Fhi wallarchway 0.jpg        | fhi wallarchway 0&lt;br /&gt;
File:Fhi wallbasict 0.jpg         | fhi wallbasict 0&lt;br /&gt;
File:Fhi wallcornerin 0.jpg       | fhi wallcornerin 0&lt;br /&gt;
File:Fhi wallcornerout 0.jpg      | fhi wallcornerout 0&lt;br /&gt;
File:Fhi wallcrackl 0.jpg         | fhi wallcrackl 0&lt;br /&gt;
File:Fhi wallcrackr 0.jpg         | fhi wallcrackr 0&lt;br /&gt;
File:Fhi walldoor 0.jpg           | fhi walldoor 0&lt;br /&gt;
File:Fhi wallfireplace 0.jpg      | fhi wallfireplace 0&lt;br /&gt;
File:Fhi wallhalf 0.jpg           | fhi wallhalf 0&lt;br /&gt;
File:Fhi wallinset 0.jpg          | fhi wallinset 0&lt;br /&gt;
File:Fhi wallpillar 0.jpg         | fhi wallpillar 0&lt;br /&gt;
File:Fhi wallrailhalf 0.jpg       | fhi wallrailhalf 0&lt;br /&gt;
File:Fhi wallrailing 0.jpg        | fhi wallrailing 0&lt;br /&gt;
File:Fhi wallshelf 0.jpg          | fhi wallshelf 0&lt;br /&gt;
File:Fhi wallshort 0.jpg          | fhi wallshort 0&lt;br /&gt;
File:Fhi wallstone 0.jpg          | fhi wallstone 0&lt;br /&gt;
File:Fhi walluppershort 0.jpg     | fhi walluppershort 0&lt;br /&gt;
File:Fhi wallwindow 0.jpg         | fhi wallwindow 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Town Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fti balckbox 0.jpg          |  fti balckbox 0&lt;br /&gt;
File:Fti balckboxlong 0.jpg      |  fti balckboxlong 0&lt;br /&gt;
File:Fti ceilingangle 0.jpg      |  fti ceilingangle 0&lt;br /&gt;
File:Fti ceilingangles 0.jpg     |  fti ceilingangles 0&lt;br /&gt;
File:Fti ceilingpanles 0.jpg     |  fti ceilingpanles 0&lt;br /&gt;
File:Fti ceilingrustic25 0.jpg   |  fti ceilingrustic25 0&lt;br /&gt;
File:Fti ceilingrustic 0.jpg     |  fti ceilingrustic 0&lt;br /&gt;
File:Fti cwind up curve 0.jpg    |  fti cwind up curve 0&lt;br /&gt;
File:Fti cwind up flat 0.jpg     |  fti cwind up flat 0&lt;br /&gt;
File:Fti cwindmilldoor 0.jpg     |  fti cwindmilldoor 0&lt;br /&gt;
File:Fti cwindmillfloor 0.jpg    |  fti cwindmillfloor 0&lt;br /&gt;
File:Fti cwindmillfw 0.jpg       |  fti cwindmillfw 0&lt;br /&gt;
File:Fti cwindmillfwall 0.jpg    |  fti cwindmillfwall 0&lt;br /&gt;
File:Fti door 0.jpg              |  fti door 0&lt;br /&gt;
File:Fti doorrustic 0.jpg        |  fti doorrustic 0&lt;br /&gt;
File:Fti fireplace a 0.jpg       |  fti fireplace a 0&lt;br /&gt;
File:Fti fireplace b 0.jpg       |  fti fireplace b 0&lt;br /&gt;
File:Fti floorstone 0.jpg        |  fti floorstone 0&lt;br /&gt;
File:Fti floorstonestrip 0.jpg   |  fti floorstonestrip 0&lt;br /&gt;
File:Fti floortrim 0.jpg         |  fti floortrim 0&lt;br /&gt;
File:Fti floorwood2 0.jpg        |  fti floorwood2 0&lt;br /&gt;
File:Fti floorwood3 0.jpg        |  fti floorwood3 0&lt;br /&gt;
File:Fti floorwood 0.jpg         |  fti floorwood 0&lt;br /&gt;
File:Fti floorwoodsmall2 0.jpg   |  fti floorwoodsmall2 0&lt;br /&gt;
File:Fti floorwoodsmall3 0.jpg   |  fti floorwoodsmall3 0&lt;br /&gt;
File:Fti floorwoodsmall 0.jpg    |  fti floorwoodsmall 0&lt;br /&gt;
File:Fti pillarpanels 0.jpg      |  fti pillarpanels 0&lt;br /&gt;
File:Fti pillarstone 0.jpg       |  fti pillarstone 0&lt;br /&gt;
File:Fti prp barl 0.jpg          |  fti prp barl 0&lt;br /&gt;
File:Fti prp barmid 0.jpg        |  fti prp barmid 0&lt;br /&gt;
File:Fti prp barr 0.jpg          |  fti prp barr 0&lt;br /&gt;
File:Fti prp barrusticm 0.jpg    |  fti prp barrusticm 0&lt;br /&gt;
File:Fti stairswood 0.jpg        |  fti stairswood 0&lt;br /&gt;
File:Fti upper 0.jpg             |  fti upper 0&lt;br /&gt;
File:Fti upperanglel 0.jpg       |  fti upperanglel 0&lt;br /&gt;
File:Fti upperangler 0.jpg       |  fti upperangler 0&lt;br /&gt;
File:Fti upperbeam 0.jpg         |  fti upperbeam 0&lt;br /&gt;
File:Fti upperboarda 0.jpg       |  fti upperboarda 0&lt;br /&gt;
File:Fti upperboardb 0.jpg       |  fti upperboardb 0&lt;br /&gt;
File:Fti upperboardc 0.jpg       |  fti upperboardc 0&lt;br /&gt;
File:Fti upperplain 0.jpg        |  fti upperplain 0&lt;br /&gt;
File:Fti uppershort 0.jpg        |  fti uppershort 0&lt;br /&gt;
File:Fti upperwoodbeam 0.jpg     |  fti upperwoodbeam 0&lt;br /&gt;
File:Fti wall 0.jpg              |  fti wall 0&lt;br /&gt;
File:Fti wallarchrustic 0.jpg    |  fti wallarchrustic 0&lt;br /&gt;
File:Fti wallbarrel 0.jpg        |  fti wallbarrel 0&lt;br /&gt;
File:Fti wallcapa 0.jpg          |  fti wallcapa 0&lt;br /&gt;
File:Fti wallcapb 0.jpg          |  fti wallcapb 0&lt;br /&gt;
File:Fti wallhalf 0.jpg          |  fti wallhalf 0&lt;br /&gt;
File:Fti wallinset 0.jpg         |  fti wallinset 0&lt;br /&gt;
File:Fti wallpanels 0.jpg        |  fti wallpanels 0&lt;br /&gt;
File:Fti wallpanelshalf 0.jpg    |  fti wallpanelshalf 0&lt;br /&gt;
File:Fti wallrailing 0.jpg       |  fti wallrailing 0&lt;br /&gt;
File:Fti wallrailinghalf 0.jpg   |  fti wallrailinghalf 0&lt;br /&gt;
File:Fti wallrustic 0.jpg        |  fti wallrustic 0&lt;br /&gt;
File:Fti wallrustichalf 0.jpg    |  fti wallrustichalf 0&lt;br /&gt;
File:Fti wallshelfa 0.jpg        |  fti wallshelfa 0&lt;br /&gt;
File:Fti wallshelfb 0.jpg        |  fti wallshelfb 0&lt;br /&gt;
File:Fti wallstone 0.jpg         |  fti wallstone 0&lt;br /&gt;
File:Fti wallstonehalf 0.jpg     |  fti wallstonehalf 0&lt;br /&gt;
File:Fti wallwinrustic 0.jpg     |  fti wallwinrustic 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fereldan Village Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fve roofcrn 0.jpg|fve roofcrn 0&lt;br /&gt;
File:Fve scaff 0.jpg|fve scaff 0&lt;br /&gt;
File:Fve stiltm 0.jpg|ve stiltm 0&lt;br /&gt;
File:Fve stiltn 0.jpg|fve stiltn 0&lt;br /&gt;
File:Fve stilts 0.jpg|fve stilts 0&lt;br /&gt;
File:Fve tavchim 0.jpg|fve tavchim 0&lt;br /&gt;
File:Fve windmill 0.jpg|fve windmill 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hero&amp;quot; Sets ==&lt;br /&gt;
&lt;br /&gt;
These tiles consist of models that were custom-made for certain situations in the main campaign.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hro anvil la01.jpg             |  hro anvil la01&lt;br /&gt;
File:Hro anvil la02.jpg             |  hro anvil la02&lt;br /&gt;
File:Hro brknwll dirt 0.jpg         |  hro brknwll dirt 0&lt;br /&gt;
File:Hro brknwll snow 0.jpg         |  hro brknwll snow 0&lt;br /&gt;
File:Hro cave anvil.jpg             |  hro cave anvil&lt;br /&gt;
File:Hro cave brdrooml.jpg          |  hro cave brdrooml&lt;br /&gt;
File:Hro deadtrencha 0.jpg          |  hro deadtrencha 0&lt;br /&gt;
File:Hro deadtrenchbr 0.jpg         |  hro deadtrenchbr 0&lt;br /&gt;
File:Hro den city1 1.jpg            |  hro den city1 1&lt;br /&gt;
File:Hro den city 1.jpg             |  hro den city 1&lt;br /&gt;
File:Hro den fdrak vst 1.jpg        |  hro den fdrak vst 1&lt;br /&gt;
File:Hro den fdrakdoor 0.jpg        |  hro den fdrakdoor 0&lt;br /&gt;
File:Hro den fdrakeag 0.jpg         |  hro den fdrakeag 0&lt;br /&gt;
File:Hro den fdrakmain 0.jpg        |  hro den fdrakmain 0&lt;br /&gt;
File:Hro den fdraktower 0.jpg       |  hro den fdraktower 0&lt;br /&gt;
File:Hro den fdrakyarddoor 0.jpg    |  hro den fdrakyarddoor 0&lt;br /&gt;
File:Hro den fortdrakon 0.jpg       |  hro den fortdrakon 0&lt;br /&gt;
File:Hro denfdrakonvtop 1.jpg       |  hro denfdrakonvtop 1&lt;br /&gt;
File:Hro dni asmblycore01.jpg       |  hro dni asmblycore01&lt;br /&gt;
File:Hro dni asmblysect01.jpg       |  hro dni asmblysect01&lt;br /&gt;
File:Hro dni asmblysect02.jpg       |  hro dni asmblysect02&lt;br /&gt;
File:Hro dni asmblysect04.jpg       |  hro dni asmblysect04&lt;br /&gt;
File:Hro dni asmblytwr01.jpg        |  hro dni asmblytwr01&lt;br /&gt;
File:Hro dni wr bdl 0.jpg           |  hro dni wr bdl 0&lt;br /&gt;
File:Hro dni wr bdr 0.jpg           |  hro dni wr bdr 0&lt;br /&gt;
File:Hro dni wr ce 0.jpg            |  hro dni wr ce 0&lt;br /&gt;
File:Hro dni wr cn 0.jpg            |  hro dni wr cn 0&lt;br /&gt;
File:Hro dni wr cnl 0.jpg           |  hro dni wr cnl 0&lt;br /&gt;
File:Hro dni wr dl 0.jpg            |  hro dni wr dl 0&lt;br /&gt;
File:Hro dni wr dr 0.jpg            |  hro dni wr dr 0&lt;br /&gt;
File:Hro dni wr fl 0.jpg            |  hro dni wr fl 0&lt;br /&gt;
File:Hro fci throne 0.jpg           |  hro fci throne 0&lt;br /&gt;
File:Hro hrt000a 0.jpg              |  hro hrt000a 0&lt;br /&gt;
File:Hro hrt000b 0.jpg              |  hro hrt000b 0&lt;br /&gt;
File:Hro hrt000c 0.jpg              |  hro hrt000c 0&lt;br /&gt;
File:Hro lak100water 0.jpg          |  hro lak100water 0&lt;br /&gt;
File:Hro lava04 0.jpg               |  hro lava04 0&lt;br /&gt;
File:Hro lava05 0.jpg               |  hro lava05 0&lt;br /&gt;
File:Hro lava06 0.jpg               |  hro lava06 0&lt;br /&gt;
File:Hro lava07 0.jpg               |  hro lava07 0&lt;br /&gt;
File:Hro lava08 0.jpg               |  hro lava08 0&lt;br /&gt;
File:Hro partypkr arch.jpg          |  hro partypkr arch&lt;br /&gt;
File:Hro partypkr floor.jpg         |  hro partypkr floor&lt;br /&gt;
File:Hro taiglava 01.jpg            |  hro taiglava 01&lt;br /&gt;
File:Hro taiglava 02.jpg            |  hro taiglava 02&lt;br /&gt;
File:Hro taiglava 03.jpg            |  hro taiglava 03&lt;br /&gt;
File:Hro taiglava 04.jpg            |  hro taiglava 04&lt;br /&gt;
File:Hro taigwater 01.jpg           |  hro taigwater 01&lt;br /&gt;
File:Hro taigwater 02.jpg           |  hro taigwater 02&lt;br /&gt;
File:Hro tci webwall 0.jpg          |  hro tci webwall 0&lt;br /&gt;
File:Hro treewalla 0.jpg            |  hro treewalla 0&lt;br /&gt;
File:Hro treewallb 0.jpg            |  hro treewallb 0&lt;br /&gt;
File:Hro tvi domepit 0.jpg          |  hro tvi domepit 0&lt;br /&gt;
File:Hro tvi webroof 0.jpg          |  hro tvi webroof 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Castle Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tce elgstr03 0.jpg  |tce elgstr03 0&lt;br /&gt;
File:Tce kinloch 1.jpg   |tce kinloch 1&lt;br /&gt;
File:Tce rubptc 01 0.jpg |tce rubptc 01 0&lt;br /&gt;
File:Tce rubptc 01 1.jpg |tce rubptc 01 1&lt;br /&gt;
File:Tce wallsm 0.jpg    |tce wallsm 0 &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Castle Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tci bwall 01.jpg        | tci bwall 01&lt;br /&gt;
File:Tci bwall 02.jpg        | tci bwall 02&lt;br /&gt;
File:Tci bwall 03.jpg        | tci bwall 03&lt;br /&gt;
File:Tci dirt 01.jpg         | tci dirt 01&lt;br /&gt;
File:Tci lrgstair 01.jpg     | tci lrgstair 01&lt;br /&gt;
File:Tci magestatue01 0.jpg  | tci magestatue01 0&lt;br /&gt;
File:Tci magestatue02 0.jpg  | tci magestatue02 0&lt;br /&gt;
File:Tci pil 08.jpg          | tci pil 08&lt;br /&gt;
File:Tci pil 12.jpg          | tci pil 12&lt;br /&gt;
File:Tci pil 13.jpg          | tci pil 13&lt;br /&gt;
File:Tci pil 15.jpg          | tci pil 15&lt;br /&gt;
File:Tci pil 16.jpg          | tci pil 16&lt;br /&gt;
File:Tci smdoorw 01.jpg      | tci smdoorw 01&lt;br /&gt;
File:Tci smdrfrme01 0.jpg    | tci smdrfrme01 0&lt;br /&gt;
File:Tci smroof 01.jpg       | tci smroof 01&lt;br /&gt;
File:Tci smroof 03.jpg       | tci smroof 03&lt;br /&gt;
File:Tci smstair 01.jpg      | tci smstair 01&lt;br /&gt;
File:Tci smwall 01.jpg       | tci smwall 01&lt;br /&gt;
File:Tci smwall 02.jpg       | tci smwall 02&lt;br /&gt;
File:Tci smwall 05.jpg       | tci smwall 05&lt;br /&gt;
File:Tci smwall 06.jpg       | tci smwall 06&lt;br /&gt;
File:Tci wall 01.jpg         | tci wall 01&lt;br /&gt;
File:Tci wall 03.jpg         | tci wall 03&lt;br /&gt;
File:Tci wall 21.jpg         | tci wall 21&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Fade Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tfi doorplug 0.jpg         |  tfi doorplug 0&lt;br /&gt;
File:Tfi floorcori 0.jpg        |  tfi floorcori 0&lt;br /&gt;
File:Tfi floorcoricorn 0.jpg    |  tfi floorcoricorn 0&lt;br /&gt;
File:Tfi floorcorn 0.jpg        |  tfi floorcorn 0&lt;br /&gt;
File:Tfi flooredge 0.jpg        |  tfi flooredge 0&lt;br /&gt;
File:Tfi floorfar 0.jpg         |  tfi floorfar 0&lt;br /&gt;
File:Tfi floorinner 0.jpg       |  tfi floorinner 0&lt;br /&gt;
File:Tfi floorjunction 0.jpg    |  tfi floorjunction 0&lt;br /&gt;
File:Tfi floormid 0.jpg         |  tfi floormid 0&lt;br /&gt;
File:Tfi floorring 0.jpg        |  tfi floorring 0&lt;br /&gt;
File:Tfi floortile 0.jpg        |  tfi floortile 0&lt;br /&gt;
File:Tfi floortinter1 0.jpg     |  tfi floortinter1 0&lt;br /&gt;
File:Tfi halfpillar1 0.jpg      |  tfi halfpillar1 0&lt;br /&gt;
File:Tfi halfpillar1 01.jpg     |  tfi halfpillar1 01&lt;br /&gt;
File:Tfi halfpillar2 0.jpg      |  tfi halfpillar2 0&lt;br /&gt;
File:Tfi pillarfull1 0.jpg      |  tfi pillarfull1 0&lt;br /&gt;
File:Tfi pillarfull3 0.jpg      |  tfi pillarfull3 0&lt;br /&gt;
File:Tfi stairupinner 0.jpg     |  tfi stairupinner 0&lt;br /&gt;
File:Tfi support1 0.jpg         |  tfi support1 0&lt;br /&gt;
File:Tfi wallarchdbl 0.jpg      |  tfi wallarchdbl 0&lt;br /&gt;
File:Tfi wallblock1 0.jpg       |  tfi wallblock1 0&lt;br /&gt;
File:Tfi wallblock2 0.jpg       |  tfi wallblock2 0&lt;br /&gt;
File:Tfi wallblock 0.jpg        |  tfi wallblock 0&lt;br /&gt;
File:Tfi wallblocksm1 0.jpg     |  tfi wallblocksm1 0&lt;br /&gt;
File:Tfi wallblocksm2 0.jpg     |  tfi wallblocksm2 0&lt;br /&gt;
File:Tfi wallblocksm 0.jpg      |  tfi wallblocksm 0&lt;br /&gt;
File:Tfi wallcorridor1 0.jpg    |  tfi wallcorridor1 0&lt;br /&gt;
File:Tfi wallfar 0.jpg          |  tfi wallfar 0&lt;br /&gt;
File:Tfi wallfarhalf 0.jpg      |  tfi wallfarhalf 0&lt;br /&gt;
File:Tfi wallfull1 0.jpg        |  tfi wallfull1 0&lt;br /&gt;
File:Tfi wallfull2 0.jpg        |  tfi wallfull2 0&lt;br /&gt;
File:Tfi wallfulldoor1 0.jpg    |  tfi wallfulldoor1 0&lt;br /&gt;
File:Tfi wallfulldoor2 0.jpg    |  tfi wallfulldoor2 0&lt;br /&gt;
File:Tfi wallfulldoorb 0.jpg    |  tfi wallfulldoorb 0&lt;br /&gt;
File:Tfi wallhalf1 0.jpg        |  tfi wallhalf1 0&lt;br /&gt;
File:Tfi wallhalf2 0.jpg        |  tfi wallhalf2 0&lt;br /&gt;
File:Tfi wallhalfdoor1 0.jpg    |  tfi wallhalfdoor1 0&lt;br /&gt;
File:Tfi wallhalfdoor2 0.jpg    |  tfi wallhalfdoor2 0&lt;br /&gt;
File:Tfi wallhalfdoorb 0.jpg    |  tfi wallhalfdoorb 0&lt;br /&gt;
File:Tfi wallhigh1 0.jpg        |  tfi wallhigh1 0&lt;br /&gt;
File:Tfi wallmid1 0.jpg         |  tfi wallmid1 0&lt;br /&gt;
File:Tfi wallmid2 0.jpg         |  tfi wallmid2 0&lt;br /&gt;
File:Tfi wallmid3 0.jpg         |  tfi wallmid3 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Tower Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:tti doorarchl 0.jpg        |  tti doorarchl 0&lt;br /&gt;
File:tti doordblarchl1 0.jpg    |  tti doordblarchl1 0&lt;br /&gt;
File:tti doordblarchl2 0.jpg    |  tti doordblarchl2 0&lt;br /&gt;
File:tti doorplug 0.jpg         |  tti doorplug 0&lt;br /&gt;
File:tti floordais 0.jpg        |  tti floordais 0&lt;br /&gt;
File:tti floorfar 0.jpg         |  tti floorfar 0&lt;br /&gt;
File:tti floorfar d 0.jpg       |  tti floorfar d 0&lt;br /&gt;
File:tti floorhole d 0.jpg      |  tti floorhole d 0&lt;br /&gt;
File:tti floorinner 0.jpg       |  tti floorinner 0&lt;br /&gt;
File:tti floorinner d 0.jpg     |  tti floorinner d 0&lt;br /&gt;
File:tti floormid 0.jpg         |  tti floormid 0&lt;br /&gt;
File:tti floormid d 0.jpg       |  tti floormid d 0&lt;br /&gt;
File:tti floorring 0.jpg        |  tti floorring 0&lt;br /&gt;
File:tti floorring d 0.jpg      |  tti floorring d 0&lt;br /&gt;
File:tti halfpillar2 0.jpg      |  tti halfpillar2 0&lt;br /&gt;
File:tti pillarsupport 0.jpg    |  tti pillarsupport 0&lt;br /&gt;
File:tti plynthpillar 0.jpg     |  tti plynthpillar 0&lt;br /&gt;
File:tti railing 0.jpg          |  tti railing 0&lt;br /&gt;
File:tti signal 0.jpg           |  tti signal 0&lt;br /&gt;
File:tti stairdownfar 0.jpg     |  tti stairdownfar 0&lt;br /&gt;
File:tti stairdowninner 0.jpg   |  tti stairdowninner 0&lt;br /&gt;
File:tti stairdownmid 0.jpg     |  tti stairdownmid 0&lt;br /&gt;
File:tti stairup 0.jpg          |  tti stairup 0&lt;br /&gt;
File:tti stairupinner 0.jpg     |  tti stairupinner 0&lt;br /&gt;
File:tti stairupmid1 0.jpg      |  tti stairupmid1 0&lt;br /&gt;
File:tti support1 0.jpg         |  tti support1 0&lt;br /&gt;
File:tti top01 01.jpg           |  tti top01 01&lt;br /&gt;
File:tti towerstair d 0.jpg     |  tti towerstair d 0&lt;br /&gt;
File:tti towerstiar 0.jpg       |  tti towerstiar 0&lt;br /&gt;
File:tti wallarchdbl 0.jpg      |  tti wallarchdbl 0&lt;br /&gt;
File:tti wallblock 0.jpg        |  tti wallblock 0&lt;br /&gt;
File:tti wallblocksm 0.jpg      |  tti wallblocksm 0&lt;br /&gt;
File:tti wallcolumn 0.jpg       |  tti wallcolumn 0&lt;br /&gt;
File:tti wallfar 0.jpg          |  tti wallfar 0&lt;br /&gt;
File:tti wallfull1 0.jpg        |  tti wallfull1 0&lt;br /&gt;
File:tti wallfull2 0.jpg        |  tti wallfull2 0&lt;br /&gt;
File:tti wallfulldoor1 0.jpg    |  tti wallfulldoor1 0&lt;br /&gt;
File:tti wallfulldoor2 0.jpg    |  tti wallfulldoor2 0&lt;br /&gt;
File:tti wallfullhalf1 0.jpg    |  tti wallfullhalf1 0&lt;br /&gt;
File:tti wallfullhigh 0.jpg     |  tti wallfullhigh 0&lt;br /&gt;
File:tti wallhalf2 0.jpg        |  tti wallhalf2 0&lt;br /&gt;
File:tti wallhalfdoor1 0.jpg    |  tti wallhalfdoor1 0&lt;br /&gt;
File:tti wallhalfdoor2 0.jpg    |  tti wallhalfdoor2 0&lt;br /&gt;
File:tti wallhigh1 0.jpg        |  tti wallhigh1 0&lt;br /&gt;
File:tti wallhigh2 0.jpg        |  tti wallhigh2 0&lt;br /&gt;
File:tti wallhigharch1 0.jpg    |  tti wallhigharch1 0&lt;br /&gt;
File:tti wallhigharch2 0.jpg    |  tti wallhigharch2 0&lt;br /&gt;
File:tti wallpartition1 0.jpg   |  tti wallpartition1 0&lt;br /&gt;
File:tti walltall 0.jpg         |  tti walltall 0&lt;br /&gt;
File:tti walltowertop 0.jpg     |  tti walltowertop 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Exterior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:tve b twr1 0.jpg      | tve b twr1 0&lt;br /&gt;
File:tve b twr1 1.jpg      | tve b twr1 1&lt;br /&gt;
File:tve bttr 02 0.jpg     | tve bttr 02 0&lt;br /&gt;
File:tve bttr 02 1.jpg     | tve bttr 02 1&lt;br /&gt;
File:tve elgtwr 02 0.jpg   | tve elgtwr 02 0&lt;br /&gt;
File:tve elgtwr 02 1.jpg   | tve elgtwr 02 1&lt;br /&gt;
File:tve elgtwr 02b 0.jpg  | tve elgtwr 02b 0&lt;br /&gt;
File:tve elgtwr 02b 1.jpg  | tve elgtwr 02b 1&lt;br /&gt;
File:tve elgtwr 03 0.jpg   | tve elgtwr 03 0&lt;br /&gt;
File:tve elgtwr 03 1.jpg   | tve elgtwr 03 1&lt;br /&gt;
File:tve elgtwr 04 0.jpg   | tve elgtwr 04 0&lt;br /&gt;
File:tve elgtwr 04 1.jpg   | tve elgtwr 04 1&lt;br /&gt;
File:tve elgtwr 05 0.jpg   | tve elgtwr 05 0&lt;br /&gt;
File:tve elgtwr 05 1.jpg   | tve elgtwr 05 1&lt;br /&gt;
File:tve elgtwr 06 0.jpg   | tve elgtwr 06 0&lt;br /&gt;
File:tve elgtwr 06 1.jpg   | tve elgtwr 06 1&lt;br /&gt;
File:tve lwall 01 0.jpg    | tve lwall 01 0&lt;br /&gt;
File:tve lwall 01 1.jpg    | tve lwall 01 1&lt;br /&gt;
File:tve pil 01 0.jpg      | tve pil 01 0&lt;br /&gt;
File:tve pil 01 1.jpg      | tve pil 01 1&lt;br /&gt;
File:tve pil 03 0.jpg      | tve pil 03 0&lt;br /&gt;
File:tve pil 03 1.jpg      | tve pil 03 1&lt;br /&gt;
File:tve pil 04 0.jpg      | tve pil 04 0&lt;br /&gt;
File:tve pil 04 1.jpg      | tve pil 04 1&lt;br /&gt;
File:tve pil 05 0.jpg      | tve pil 05 0&lt;br /&gt;
File:tve pil 05 1.jpg      | tve pil 05 1&lt;br /&gt;
File:tve pil 06 0.jpg      | tve pil 06 0&lt;br /&gt;
File:tve pil 06 1.jpg      | tve pil 06 1&lt;br /&gt;
File:tve pil 07 0.jpg      | tve pil 07 0&lt;br /&gt;
File:tve roof 01 0.jpg     | tve roof 01 0&lt;br /&gt;
File:tve roof 03 0.jpg     | tve roof 03 0&lt;br /&gt;
File:tve roof 04 0.jpg     | tve roof 04 0&lt;br /&gt;
File:tve sroof 01 0.jpg    | tve sroof 01 0&lt;br /&gt;
File:tve sroof 03 0.jpg    | tve sroof 03 0&lt;br /&gt;
File:tve sroof 04 0.jpg    | tve sroof 04 0&lt;br /&gt;
File:tve stair 01 0.jpg    | tve stair 01 0&lt;br /&gt;
File:tve swall 02 0.jpg    | tve swall 02 0&lt;br /&gt;
File:tve swall 03 0.jpg    | tve swall 03 0&lt;br /&gt;
File:tve swall 06 0.jpg    | tve swall 06 0&lt;br /&gt;
File:tve swall 08 0.jpg    | tve swall 08 0&lt;br /&gt;
File:tve swall 09 0.jpg    | tve swall 09 0&lt;br /&gt;
File:tve swall 10 0.jpg    | tve swall 10 0&lt;br /&gt;
File:tve wall 01 0.jpg     | tve wall 01 0&lt;br /&gt;
File:tve wall 02 0.jpg     | tve wall 02 0&lt;br /&gt;
File:tve wall 03 0.jpg     | tve wall 03 0&lt;br /&gt;
File:tve wall 04 0.jpg     | tve wall 04 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Interior ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tvi archwall 01 0.jpg|Tvi archwall 01 0&lt;br /&gt;
File:Tvi archwall 02 0.jpg|Tvi archwall 02 0&lt;br /&gt;
File:Tvi brkhalla c 0.jpg|Tvi brkhalla c 0&lt;br /&gt;
File:Tvi brkhalla root 0.jpg|Tvi brkhalla root 0&lt;br /&gt;
File:Tvi brknwall c 0.jpg|Tvi brknwall c 0&lt;br /&gt;
File:Tvi centredeco 0.jpg|Tvi centredeco 0&lt;br /&gt;
File:Tvi dbldoor 01 0.jpg|Tvi dbldoor 01 0&lt;br /&gt;
File:Tvi dome 01 0.jpg|Tvi dome 01 0&lt;br /&gt;
File:Tvi dome 02 0.jpg|Tvi dome 02 0&lt;br /&gt;
File:Tvi domeentrance 0.jpg|Tvi domeentrance 0&lt;br /&gt;
File:Tvi domefloor 1 0.jpg|Tvi domefloor 1 0&lt;br /&gt;
File:Tvi domefloor 2 0.jpg|Tvi domefloor 2 0&lt;br /&gt;
File:Tvi floor 1 0.jpg|Tvi floor 1 0&lt;br /&gt;
File:Tvi floor 2 0.jpg|Tvi floor 2 0&lt;br /&gt;
File:Tvi focalpoint 0.jpg|Tvi focalpoint 0&lt;br /&gt;
File:Tvi jaildrfrm 0.jpg|Tvi jaildrfrm 0&lt;br /&gt;
File:Tvi jailwall 0.jpg|Tvi jailwall 0&lt;br /&gt;
File:Tvi lrgstair 0.jpg|Tvi lrgstair 0&lt;br /&gt;
File:Tvi pil 01 0.jpg|Tvi pil 01 0&lt;br /&gt;
File:Tvi pil 01a 0.jpg|Tvi pil 01a 0&lt;br /&gt;
File:Tvi pil 02 0.jpg|Tvi pil 02 0&lt;br /&gt;
File:Tvi pil 03 0.jpg|Tvi pil 03 0&lt;br /&gt;
File:Tvi pil 04 0.jpg|Tvi pil 04 0&lt;br /&gt;
File:Tvi pil 05 0.jpg|Tvi pil 05 0&lt;br /&gt;
File:Tvi pil 06 0.jpg|Tvi pil 06 0&lt;br /&gt;
File:Tvi pil 07 0.jpg|Tvi pil 07 0&lt;br /&gt;
File:Tvi pil 08 0.jpg|Tvi pil 08 0&lt;br /&gt;
File:Tvi pil 09 0.jpg|Tvi pil 09 0&lt;br /&gt;
File:Tvi pil 09b 0.jpg|Tvi pil 09b 0&lt;br /&gt;
File:Tvi pil 10 0.jpg|Tvi pil 10 0&lt;br /&gt;
File:Tvi pil 11 0.jpg|Tvi pil 11 0&lt;br /&gt;
File:Tvi pil 12 0.jpg|Tvi pil 12 0&lt;br /&gt;
File:Tvi pil 13 0.jpg|Tvi pil 13 0&lt;br /&gt;
File:Tvi pil 14 0.jpg|Tvi pil 14 0&lt;br /&gt;
File:Tvi pil 14b 0.jpg|Tvi pil 14b 0&lt;br /&gt;
File:Tvi pil 15 0.jpg|Tvi pil 15 0&lt;br /&gt;
File:Tvi pil 16 0.jpg|Tvi pil 16 0&lt;br /&gt;
File:Tvi pil 17 0.jpg|Tvi pil 17 0&lt;br /&gt;
File:Tvi pil 18 0.jpg|Tvi pil 18 0&lt;br /&gt;
File:Tvi pil 19 0.jpg|Tvi pil 19 0&lt;br /&gt;
File:Tvi pil 20 0.jpg|Tvi pil 20 0&lt;br /&gt;
File:Tvi smdoorw 01 0.jpg|Tvi smdoorw 01 0&lt;br /&gt;
File:Tvi smdoorw 02 0.jpg|Tvi smdoorw 02 0&lt;br /&gt;
File:Tvi smdrfrme 0.jpg|Tvi smdrfrme 0&lt;br /&gt;
File:Tvi smroof 01 0.jpg|Tvi smroof 01 0&lt;br /&gt;
File:Tvi smroof 02 0.jpg|Tvi smroof 02 0&lt;br /&gt;
File:Tvi smroof 03 0.jpg|Tvi smroof 03 0&lt;br /&gt;
File:Tvi smroof 04 0.jpg|Tvi smroof 04 0&lt;br /&gt;
File:Tvi smstair 01 0.jpg|Tvi smstair 01 0&lt;br /&gt;
File:Tvi smwall 01 0.jpg|Tvi smwall 01 0&lt;br /&gt;
File:Tvi smwall 02 0.jpg|Tvi smwall 02 0&lt;br /&gt;
File:Tvi smwall 03 0.jpg|Tvi smwall 03 0&lt;br /&gt;
File:Tvi smwall 04 0.jpg|Tvi smwall 04 0&lt;br /&gt;
File:Tvi smwall 05 0.jpg|Tvi smwall 05 0&lt;br /&gt;
File:Tvi smwall 06 0.jpg|Tvi smwall 06 0&lt;br /&gt;
File:Tvi smwall 07 0.jpg|Tvi smwall 07 0&lt;br /&gt;
File:Tvi topwall 02 0.jpg|Tvi topwall 02 0&lt;br /&gt;
File:Tvi topwall 03 0.jpg|Tvi topwall 03 0&lt;br /&gt;
File:Tvi topwall 04 0.jpg|Tvi topwall 04 0&lt;br /&gt;
File:Tvi treewall 0.jpg|Tvi treewall 0&lt;br /&gt;
File:Tvi wall 01 0.jpg|Tvi wall 01 0&lt;br /&gt;
File:Tvi wall 01a 0.jpg|Tvi wall 01a 0&lt;br /&gt;
File:Tvi wall 01b 0.jpg|Tvi wall 01b 0&lt;br /&gt;
File:Tvi wall 02 0.jpg|Tvi wall 02 0&lt;br /&gt;
File:Tvi wall 03 0.jpg|Tvi wall 03 0&lt;br /&gt;
File:Tvi wall 04 0.jpg|Tvi wall 04 0&lt;br /&gt;
File:Tvi wall 05 0.jpg|Tvi wall 05 0&lt;br /&gt;
File:Tvi wall 06 0.jpg|Tvi wall 06 0&lt;br /&gt;
File:Tvi wall 07 0.jpg|Tvi wall 07 0&lt;br /&gt;
File:Tvi wallhole c 0.jpg|Tvi wallhole c 0&lt;br /&gt;
File:Tvi webwall c 0.jpg|Tvi webwall c 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tevinter Road ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tvm arch 0.jpg|Tvm arch 0&lt;br /&gt;
File:Tvm bridge 01 0.jpg|Tvm bridge 01 0&lt;br /&gt;
File:Tvm bridge 02 0.jpg|Tvm bridge 02 0&lt;br /&gt;
File:Tvm bridge 03 0.jpg|Tvm bridge 03 0&lt;br /&gt;
File:Tvm bridge 04 0.jpg|Tvm bridge 04 0&lt;br /&gt;
File:Tvm elgtwr 01 0.jpg|Tvm elgtwr 01 0&lt;br /&gt;
File:Tvm pil 04 0.jpg|Tvm pil 04 0&lt;br /&gt;
File:Tvm pil 05 0.jpg|Tvm pil 05 0&lt;br /&gt;
File:Tvm swall 01 0.jpg|Tvm swall 01 0&lt;br /&gt;
File:Tvm swall 07 0.jpg|Tvm swall 07 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vista Objects ==&lt;br /&gt;
&lt;br /&gt;
:Main article: [[Vista object]]s&lt;br /&gt;
&lt;br /&gt;
These objects are intended to be put far outside the walkable area of an exterior level to act as distant &amp;quot;horizon&amp;quot; objects.&lt;br /&gt;
&lt;br /&gt;
== Environmental Props ==&lt;br /&gt;
&lt;br /&gt;
The following images are environmental props from the 'prp' subsection of 'models'.  Props are models that can be placed in your levels to dress them up.  They are not interactive (as in they cannot have inventory or be 'used' in any way.)  If the module maker requires items to be placed in the module that can be interacted with they must use '[[Placeable]]s' rather than 'Props'  The images below are by no means all of the props, just some of the large environmental ones.  There is a large variety of props so you are encouraged to go through the whole list of prop models to enhance the look of your level.  Also the images below are not to scale they are merely intended so that the module maker can quickly scan them to see if any of them catch his or her fancy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Prp blood05 0.jpg | prp blood05 0&lt;br /&gt;
File:Prp bloodstains 0.jpg | prp bloodstains 0&lt;br /&gt;
File:Prp boat making 0.jpg | prp boat making 0&lt;br /&gt;
File:Prp boulder01 0.jpg | prp boulder01 0&lt;br /&gt;
File:Prp boulder03b 0.jpg | prp boulder03b 0&lt;br /&gt;
File:Prp boulder05b 0.jpg | prp boulder05b 0&lt;br /&gt;
File:Prp boulder05c 0.jpg | prp boulder05c 0&lt;br /&gt;
File:Prp boulder10b 0.jpg | prp boulder10b 0&lt;br /&gt;
File:Prp bridge 0.jpg | prp bridge 0&lt;br /&gt;
File:Prp bridge 1.jpg | prp bridge 1&lt;br /&gt;
File:Prp carvtr1,3,4 0.jpg | prp carvtr1,3,4 0&lt;br /&gt;
File:Prp caverocks01to04 0.jpg | prp caverocks01to04 0&lt;br /&gt;
File:Prp cliffb 0.jpg | prp cliffb 0&lt;br /&gt;
File:Prp dalishtent01 0.jpg | prp dalishtent01 0&lt;br /&gt;
File:Prp dalishtent04 0.jpg | prp dalishtent04 0&lt;br /&gt;
File:Prp deadtree 0.jpg | prp deadtree 0&lt;br /&gt;
File:Prp dirt 0.jpg | prp dirt 0&lt;br /&gt;
File:Prp dni arch01 0.jpg | prp dni arch01 0&lt;br /&gt;
File:Prp dni archc01 0.jpg | prp dni archc01 0&lt;br /&gt;
File:Prp dni archd01 0.jpg | prp dni archd01 0&lt;br /&gt;
File:Prp dni pillar01 0.jpg | prp dni pillar01 0&lt;br /&gt;
File:Prp dni pillar02 0.jpg | prp dni pillar02 0&lt;br /&gt;
File:Prp dni plug01 0.jpg | prp dni plug01 0&lt;br /&gt;
File:Prp dni plug02 0.jpg | prp dni plug02 0&lt;br /&gt;
File:Prp dni plug03 0.jpg | prp dni plug03 0&lt;br /&gt;
File:Prp dni plug04 0.jpg | prp dni plug04 0&lt;br /&gt;
File:Prp dni support01 0.jpg | prp dni support01 0&lt;br /&gt;
File:Prp dni wall01 0.jpg | prp dni wall01 0&lt;br /&gt;
File:Prp dni wall02 0.jpg | prp dni wall02 0&lt;br /&gt;
File:Prp drkspstuf 01 0.jpg | prp drkspstuf 01 0&lt;br /&gt;
File:Prp drkspstuf 0203 0.jpg | prp drkspstuf 0203 0&lt;br /&gt;
File:Prp drkspstuf 0405 0.jpg | prp drkspstuf 0405 0&lt;br /&gt;
File:Prp drkspstuf 06 0.jpg | prp drkspstuf 06 0&lt;br /&gt;
File:Prp drkspstuf 07 0.jpg | prp drkspstuf 07 0&lt;br /&gt;
File:Prp drkspstuf 0809 0.jpg | prp drkspstuf 0809 0&lt;br /&gt;
File:Prp drkspstuf 1011 0.jpg | prp drkspstuf 1011 0&lt;br /&gt;
File:Prp dstotem 01 0.jpg | prp dstotem 01 0&lt;br /&gt;
File:Prp dstotem 02 0.jpg | prp dstotem 02 0&lt;br /&gt;
File:Prp dstotem 03 0.jpg | prp dstotem 03 0&lt;br /&gt;
File:Prp dummystraw 01 0.jpg | prp dummystraw 01 0&lt;br /&gt;
File:Prp dwcitydoor 0.jpg | prp dwcitydoor 0&lt;br /&gt;
File:Prp dwf obelisk1,2,3 0.jpg | prp dwf obelisk1,2,3 0&lt;br /&gt;
File:Prp dwiarch 01 0.jpg | prp dwiarch 01 0&lt;br /&gt;
File:Prp dwmrktdiv 0.jpg | prp dwmrktdiv 0&lt;br /&gt;
File:Prp dwmrktfr01 0.jpg | prp dwmrktfr01 0&lt;br /&gt;
File:Prp dwpaint01&amp;amp;amp;02 0.jpg | prp dwpaint01&amp;amp;amp;02 0&lt;br /&gt;
File:Prp dwrock01 0.jpg | prp dwrock01 0&lt;br /&gt;
File:Prp dwslab01&amp;amp;amp;02 0.jpg | prp dwslab01&amp;amp;amp;02 0&lt;br /&gt;
File:Prp dwstat01 0.jpg | prp dwstat01 0&lt;br /&gt;
File:Prp eagle 01 0.jpg | prp eagle 01 0&lt;br /&gt;
File:Prp eggshels01 0.jpg | prp eggshels01 0&lt;br /&gt;
File:Prp elfstatue01to04 0.jpg | prp elfstatue01to04 0&lt;br /&gt;
File:Prp fadportal01 0.jpg | prp fadportal01 0&lt;br /&gt;
File:Prp fci window 02.jpg | prp fci window 02&lt;br /&gt;
File:Prp fcihold 02.jpg | prp fcihold 02&lt;br /&gt;
File:Prp fence01 0.jpg | prp fence01 0&lt;br /&gt;
File:Prp ferldr 02 0.jpg | prp ferldr 02 0&lt;br /&gt;
File:Prp fern01to08 0.jpg | prp fern01to08 0&lt;br /&gt;
File:Prp fertrsrepile 0.jpg | prp fertrsrepile 0&lt;br /&gt;
File:Prp fie rock1 0.jpg | prp fie rock1 0&lt;br /&gt;
File:Prp fie rock1l 0.jpg | prp fie rock1l 0&lt;br /&gt;
File:Prp fie rock2 0.jpg | prp fie rock2 0&lt;br /&gt;
File:Prp fie rock2l 0.jpg | prp fie rock2l 0&lt;br /&gt;
File:Prp fie rock3 0.jpg | prp fie rock3 0&lt;br /&gt;
File:Prp fie rock3l 0.jpg | prp fie rock3l 0&lt;br /&gt;
File:Prp fie rock4 0.jpg | prp fie rock4 0&lt;br /&gt;
File:Prp fie rock5 0.jpg | prp fie rock5 0&lt;br /&gt;
File:Prp fie rock6 0.jpg | prp fie rock6 0&lt;br /&gt;
File:Prp fie rock7 0.jpg | prp fie rock7 0&lt;br /&gt;
File:Prp fie rock8 0.jpg | prp fie rock8 0&lt;br /&gt;
File:Prp fie rock9 0.jpg | prp fie rock9 0&lt;br /&gt;
File:Prp filthpile 0.jpg | prp filthpile 0&lt;br /&gt;
File:Prp fire01to03 0.jpg | prp fire01to03 0&lt;br /&gt;
File:Prp fireplace1 0.jpg | prp fireplace1 0&lt;br /&gt;
File:Prp flakes01to03 0.jpg | prp flakes01to03 0&lt;br /&gt;
File:Prp fleshpod01to11 0.jpg | prp fleshpod01to11 0&lt;br /&gt;
File:Prp flesthorn01to02 0.jpg | prp flesthorn01to02 0&lt;br /&gt;
File:Prp forge01 0.jpg | prp forge01 0&lt;br /&gt;
File:Prp forgesmall01&amp;amp;amp;02 0.jpg | prp forgesmall01&amp;amp;amp;02 0&lt;br /&gt;
File:Prp fti window 01.jpg | prp fti window 01&lt;br /&gt;
File:Prp furdoor0.jpg | prp furdoor0&lt;br /&gt;
File:Prp gmage01 0.jpg | prp gmage01 0&lt;br /&gt;
File:Prp haybale01 0.jpg | prp haybale01 0&lt;br /&gt;
File:Prp haystack01 0.jpg | prp haystack01 0&lt;br /&gt;
File:Prp hermet0 0.jpg | prp hermet0 0&lt;br /&gt;
File:Prp icicle01&amp;amp;amp;02 0.jpg | prp icicle01&amp;amp;amp;02 0&lt;br /&gt;
File:Prp icicle03&amp;amp;amp;04 0.jpg | prp icicle03&amp;amp;amp;04 0&lt;br /&gt;
File:Prp icicle05 0.jpg | prp icicle05 0&lt;br /&gt;
File:Prp icicle06&amp;amp;amp;07 0.jpg | prp icicle06&amp;amp;amp;07 0&lt;br /&gt;
File:Prp jail01to04 0.jpg | prp jail01to04 0&lt;br /&gt;
File:Prp leafpile&amp;amp;amp;02 0.jpg | prp leafpile&amp;amp;amp;02 0&lt;br /&gt;
File:Prp lgnartfact09to19 0.jpg | prp lgnartfact09to19 0&lt;br /&gt;
File:Prp lgtnking 01 0.jpg | prp lgtnking 01 0&lt;br /&gt;
File:Prp logginpile 0.jpg | prp logginpile 0&lt;br /&gt;
File:Prp longweb 01 0.jpg | prp longweb 01 0&lt;br /&gt;
File:Prp lrglogs 0.jpg | prp lrglogs 0&lt;br /&gt;
File:Prp magicrock0to04 0.jpg | prp magicrock0to04 0&lt;br /&gt;
File:Prp markettent01 0.jpg | prp markettent01 0&lt;br /&gt;
File:Prp mnstrstat2 0.jpg | prp mnstrstat2 0&lt;br /&gt;
File:Prp monsterstatue 0.jpg | prp monsterstatue 0&lt;br /&gt;
File:Prp paragon01to05 0.jpg | prp paragon01to05 0&lt;br /&gt;
File:Prp poolwater 0.jpg | prp poolwater 0&lt;br /&gt;
File:Prp portcullis01 0.jpg | prp portcullis01 0&lt;br /&gt;
File:Prp rcktopiary 01to04 0.jpg | prp rcktopiary 01to04 0&lt;br /&gt;
File:Prp reliquary 0.jpg | prp reliquary 0&lt;br /&gt;
File:Prp rockfloor01,b,c,d 0.jpg | prp rockfloor01,b,c,d 0&lt;br /&gt;
File:Prp rockfloor02,b,c 0.jpg | prp rockfloor02,b,c 0&lt;br /&gt;
File:Prp rockfloor03,b,c,d 0.jpg | prp rockfloor03,b,c,d 0&lt;br /&gt;
File:Prp rockpile 01 0.jpg | prp rockpile 01 0&lt;br /&gt;
File:Prp rockwall01,b 0.jpg | prp rockwall01,b 0&lt;br /&gt;
File:Prp rockwall02,03 0.jpg | prp rockwall02,03 0&lt;br /&gt;
File:Prp rockwall04b,04c 0.jpg | prp rockwall04b,04c 0&lt;br /&gt;
File:Prp rockwall05b,05c 0.jpg | prp rockwall05b,05c 0&lt;br /&gt;
File:Prp rockwall08c 0.jpg | prp rockwall08c 0&lt;br /&gt;
File:Prp rockwall09c,10c 0.jpg | prp rockwall09c,10c 0&lt;br /&gt;
File:Prp root01,02,03 0.jpg | prp root01,02,03 0&lt;br /&gt;
File:Prp root04,05,06 0.jpg | prp root04,05,06 0&lt;br /&gt;
File:Prp roots,b 0.jpg | prp roots,b 0&lt;br /&gt;
File:Prp rtplub01 0.jpg | prp rtplub01 0&lt;br /&gt;
File:Prp rtplub02 0.jpg | prp rtplub02 0&lt;br /&gt;
File:Prp rubble,01 0.jpg | prp rubble,01 0&lt;br /&gt;
File:Prp rubble01,02 0.jpg | prp rubble01,02 0&lt;br /&gt;
File:Prp scaffold1,2,3 0.jpg | prp scaffold1,2,3 0&lt;br /&gt;
File:Prp sctdr02frm 0.jpg | prp sctdr02frm 0&lt;br /&gt;
File:Prp shieldstatue01 0.jpg | prp shieldstatue01 0&lt;br /&gt;
File:Prp smlogs 0.jpg | prp smlogs 0&lt;br /&gt;
File:Prp smrock01to04 0.jpg | prp smrock01to04 0&lt;br /&gt;
File:Prp snow01to09 0.jpg | prp snow01to09 0&lt;br /&gt;
File:Prp snowp01to05 0.jpg | prp snowp01to05 0&lt;br /&gt;
File:Prp spiritapp 0.jpg | prp spiritapp 0&lt;br /&gt;
File:Prp spkewll 0.jpg | prp spkewll 0&lt;br /&gt;
File:Prp sprtpil 0.jpg | prp sprtpil 0&lt;br /&gt;
File:Prp stage,2 0.jpg | prp stage,2 0&lt;br /&gt;
File:Prp stagestair,2,3 0.jpg | prp stagestair,2,3 0&lt;br /&gt;
File:Prp stalactite01 0.jpg | prp stalactite01 0&lt;br /&gt;
File:Prp stalactite03 0.jpg | prp stalactite03 0&lt;br /&gt;
File:Prp stalactite04 0.jpg | prp stalactite04 0&lt;br /&gt;
File:Prp stalactite05 0.jpg | prp stalactite05 0&lt;br /&gt;
File:Prp stalagmite01to04 0.jpg | prp stalagmite01to04 0&lt;br /&gt;
File:Prp stalagmite05to08 0.jpg | prp stalagmite05to08 0&lt;br /&gt;
File:Prp stalagpillar05 0.jpg | prp stalagpillar05 0&lt;br /&gt;
File:Prp stalagrock01 0.jpg | prp stalagrock01 0&lt;br /&gt;
File:Prp stalagrock02 0.jpg | prp stalagrock02 0&lt;br /&gt;
File:Prp statandraste 0.jpg | prp statandraste 0&lt;br /&gt;
File:Prp statmstr02,04,05 0.jpg | prp statmstr02,04,05 0&lt;br /&gt;
File:Prp statuferel 01,02 0.jpg | prp statuferel 01,02 0&lt;br /&gt;
File:Prp steamv02,03 0.jpg | prp steamv02,03 0&lt;br /&gt;
File:Prp stnwell 0.jpg | prp stnwell 0&lt;br /&gt;
File:Prp stonea 0.jpg | prp stonea 0&lt;br /&gt;
File:Prp stonea,b,c,d 0.jpg | prp stonea,b,c,d 0&lt;br /&gt;
File:Prp sulpol01to04 0.jpg | prp sulpol01to04 0&lt;br /&gt;
File:Prp sulvent01to03 0.jpg | prp sulvent01to03 0&lt;br /&gt;
File:Prp tentbeserk 01 0.jpg | prp tentbeserk 01 0&lt;br /&gt;
File:Prp tentcamping 01 0.jpg | prp tentcamping 01 0&lt;br /&gt;
File:Prp tentchantry 01 0.jpg | prp tentchantry 01 0&lt;br /&gt;
File:Prp tentduncan 01 0.jpg | prp tentduncan 01 0&lt;br /&gt;
File:Prp tentking 01 0.jpg | prp tentking 01 0&lt;br /&gt;
File:Prp tentloghain 01 0.jpg | prp tentloghain 01 0&lt;br /&gt;
File:Prp tentmage 01 0.jpg | prp tentmage 01 0&lt;br /&gt;
File:Prp tentnoble 01 0.jpg | prp tentnoble 01 0&lt;br /&gt;
File:Prp tevstalrg1 01,02.jpg | prp tevstalrg1 01,02&lt;br /&gt;
File:Prp tevstau01,02,03 0.jpg | prp tevstau01,02,03 0&lt;br /&gt;
File:Prp torturewrack 0.jpg | prp torturewrack 0&lt;br /&gt;
File:Prp trashpile01 0,01.jpg | prp trashpile01 0,01&lt;br /&gt;
File:Prp treea.b.c 01 0.jpg | prp treea.b.c 01 0&lt;br /&gt;
File:Prp treeline1 0.jpg | prp treeline1 0&lt;br /&gt;
File:Prp treewall water 0.jpg | prp treewall water 0&lt;br /&gt;
File:Prp tti bsupport01 0.jpg | prp tti bsupport01 0&lt;br /&gt;
File:Prp tti bsupport02 0.jpg | prp tti bsupport02 0&lt;br /&gt;
File:Prp tti dirto 0.jpg | prp tti dirto 0&lt;br /&gt;
File:Prp tti magestat01 0.jpg | prp tti magestat01 0&lt;br /&gt;
File:Prp tti pole02 0.jpg | prp tti pole02 0&lt;br /&gt;
File:Prp tti rub08,09,11 0.jpg | prp tti rub08,09,11 0&lt;br /&gt;
File:Prp tti rubptc01 0.jpg | prp tti rubptc01 0&lt;br /&gt;
File:Prp tti twreagle02 0.jpg | prp tti twreagle02 0&lt;br /&gt;
File:Prp tti wallarchbar 0.jpg | prp tti wallarchbar 0&lt;br /&gt;
File:Prp tti windowhigh1.jpg | prp tti windowhigh1&lt;br /&gt;
File:Prp turbine 01 0.jpg | prp turbine 01 0&lt;br /&gt;
File:Prp vines 0.jpg | prp vines 0&lt;br /&gt;
File:Prp wall02b 0.jpg | prp wall02b 0&lt;br /&gt;
File:Prp wall03 0.jpg | prp wall03 0&lt;br /&gt;
File:Prp wall04 0.jpg | prp wall04 0&lt;br /&gt;
File:Prp wall04b 0.jpg | prp wall04b 0&lt;br /&gt;
File:Prp wall05 0.jpg | prp wall05 0&lt;br /&gt;
File:Prp wall05b 0.jpg | prp wall05b 0&lt;br /&gt;
File:Prp wallarchiron 0.jpg | prp wallarchiron 0&lt;br /&gt;
File:Prp wallcarv 01to04 0.jpg | prp wallcarv 01to04 0&lt;br /&gt;
File:Prp walldiv01 0.jpg | prp walldiv01 0&lt;br /&gt;
File:Prp walllyrium01 0.jpg | prp walllyrium01 0&lt;br /&gt;
File:Prp walllyrium02 0.jpg | prp walllyrium02 0&lt;br /&gt;
File:Prp walllyrium03 0.jpg | prp walllyrium03 0&lt;br /&gt;
File:Prp walllyrium04 0.jpg | prp walllyrium04 0&lt;br /&gt;
File:Prp walllyrium05 0.jpg | prp walllyrium05 0&lt;br /&gt;
File:Prp watchtower 01 0.jpg | prp watchtower 01 0&lt;br /&gt;
File:Prp wndobtmdim 01.jpg | prp wndobtmdim 01&lt;br /&gt;
File:Prp wndobtmdrk 01.jpg | prp wndobtmdrk 01&lt;br /&gt;
File:Prp wndobtmdrk 02.jpg | prp wndobtmdrk 02&lt;br /&gt;
File:Prp wndotopdim 01.jpg | prp wndotopdim 01&lt;br /&gt;
File:Prp woodbrk1 0.jpg | prp woodbrk1 0&lt;br /&gt;
File:Prp wooden buoy 0.jpg | prp wooden buoy 0&lt;br /&gt;
File:Prp woodfnc 01 0.jpg | prp woodfnc 01 0&lt;br /&gt;
File:Prp woodgt 01 0.jpg | prp woodgt 01 0&lt;br /&gt;
File:Prp woodledge 0.jpg | prp woodledge 0&lt;br /&gt;
File:Prp woodledge 02 0.jpg | prp woodledge 02 0&lt;br /&gt;
File:Prp woodlift 0.jpg | prp woodlift 0&lt;br /&gt;
File:Prp woodpil1 0.jpg | prp woodpil1 0&lt;br /&gt;
File:Prp woodplank01to03 0.jpg | prp woodplank01to03 0&lt;br /&gt;
File:Prp woodruble01 0.jpg | prp woodruble01 0&lt;br /&gt;
File:Prp wpole01,02.jpg | prp wpole01,02&lt;br /&gt;
File:Prp wreckboat 01.jpg | prp wreckboat 01&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banners, Flags, Standards, Signs, Tapestry, Wall Hangings, Rugs, Carpets ==&lt;br /&gt;
&lt;br /&gt;
The images below are all 'Props (prp)' which are found under the 'Models' in the palette window.&lt;br /&gt;
The images are not to scale but are intended to show what the prop looks like.  Props are not interactive and are used to dress up levels.  If the module maker requires interactive items in their module level they must use 'placeables' rather than 'props'&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Prp bannergry 01 0.jpg | prp bannergreen 01 0&amp;lt;br&amp;gt; prp bannerred 01 0&amp;lt;br&amp;gt; prp banneryellow 01 0&lt;br /&gt;
File:Prp bannergy 03 0.jpg | prp bannergreen 03 0&amp;lt;br&amp;gt; prp banneryellow 03 0&lt;br /&gt;
File:Prp bannerlarge 0.jpg | prp bannerlarge 0&lt;br /&gt;
File:Prp bannerry 04 0.jpg | prp bannerred 04 0&amp;lt;br&amp;gt;prp banneryellow 04 0&lt;br /&gt;
File:Prp bluecarpet 0.jpg | prp bluecarpet 0&lt;br /&gt;
File:Prp bnner02,3-0.jpg | prp bnner02,3-0&lt;br /&gt;
File:Prp bnner02b 0.jpg | prp bnner02b 0&lt;br /&gt;
File:Prp bttll stnd01,3,4 0.jpg | prp bttll stnd01,3,4 0&lt;br /&gt;
File:Prp bttll stnd05,6,7,8 0.jpg | prp bttll stnd05,6,7,8 0&lt;br /&gt;
File:Prp carpet1to2cl 0.jpg | prp carpet1to2cl 0&lt;br /&gt;
File:Prp carpet1to3b 0.jpg | prp carpet1to3b 0&lt;br /&gt;
File:Prp carpet3to4c 0.jpg | prp carpet3to4c 0&lt;br /&gt;
File:Prp carpetb,g,r l 0.jpg | prp carpetb,g,r l 0&lt;br /&gt;
File:Prp crssd swrd 1to02 0.jpg | prp crssd swrd 1to02 0&lt;br /&gt;
File:Prp curt02,05,08 0.jpg | prp curt02,05,08 0&lt;br /&gt;
File:Prp ds banner 01,02,03 0.jpg | prp ds banner 01,02,03 0&lt;br /&gt;
File:Prp dwfbanr1to6 0.jpg | prp dwfbanr1to6 0&lt;br /&gt;
File:Prp dwfrug1to5 0.jpg | prp dwfrug1to5 0&lt;br /&gt;
File:Prp dwfsign01,02 0.jpg | prp dwfsign01,02 0&lt;br /&gt;
File:Prp dwhrld01.jpg | prp dwhrld01&lt;br /&gt;
File:Prp dwpaint01,02 0.jpg | prp dwpaint01,02 0&lt;br /&gt;
File:Prp dwsign01to06 0.jpg | prp dwsign01to06 0&lt;br /&gt;
File:Prp elrug1to6 0.jpg | prp elrug1to6 0&lt;br /&gt;
File:Prp ferpaint01to04 0.jpg | prp ferpaint01to04 0&lt;br /&gt;
File:Prp flagking&amp;amp;chantry01 0.jpg | prp flagking&amp;amp;chantry01 0&lt;br /&gt;
File:Prp hbannerg,r,y 01 0.jpg | prp hbannerg,r,y 01 0&lt;br /&gt;
File:Prp painting 01 0.jpg | prp painting 01 0&lt;br /&gt;
File:Prp redcarpet 0.jpg | prp redcarpet 0&lt;br /&gt;
File:Prp roadsin1 0.jpg | prp roadsin1 0&lt;br /&gt;
File:Prp rollcarpet01to03 0.jpg | prp rollcarpet01to03 0&lt;br /&gt;
File:Prp strawmat 0.jpg | prp strawmat 0&lt;br /&gt;
File:Prp wallhang01to06 0.jpg | prp wallhang01to06 0&lt;br /&gt;
File:Prp wallhang07to09 0.jpg | prp wallhang07to09 0&lt;br /&gt;
File:Prp wallhangf01to03 0.jpg | prp wallhangf01to03 0&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=19979</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=19979"/>
				<updated>2022-02-01T16:21:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [[Installing the toolset|Installing the toolset]]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
== Exporting Resources ==&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database. Now you need to bring it into the game.&lt;br /&gt;
&lt;br /&gt;
* Go to Tools &amp;gt; Export.&lt;br /&gt;
* Choose &amp;quot;Export without Dependent Resources&amp;quot;. In general, you want to export as few resources as possible.&lt;br /&gt;
* The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not.&lt;br /&gt;
* Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use Tools &amp;gt; Export to make actual files usable by the game for your module.&lt;br /&gt;
* You should export after making changes to any areas, so that changes you make in the toolset are reflected in your game.&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Location_of_game_build&amp;diff=19978</id>
		<title>Location of game build</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Location_of_game_build&amp;diff=19978"/>
				<updated>2022-02-01T16:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
On toolset start up, you may encounter the following error message:&lt;br /&gt;
&lt;br /&gt;
{{dashedborder|Location of game build either not specified or the update program was never run to copy the build onto your computer.&lt;br /&gt;
&lt;br /&gt;
Run the toolset configuration program and verify your settings or search the toolset wiki http://social.bioware.com/wiki/datoolset to help with this issue.&lt;br /&gt;
&lt;br /&gt;
This toolset must now exit.}}&lt;br /&gt;
&lt;br /&gt;
When the toolset starts up, it looks for the existence of the game.  It looks in a specified location for the game.  When this error is thrown, it means the game has not been found.  There are two possible reasons for this.&lt;br /&gt;
#The game is not installed, or&lt;br /&gt;
#It is looking in the wrong place for the game&lt;br /&gt;
If the game is not installed, you need to do that.  The more likely case is that the toolset has been told to look in the wrong place for the game, and you need to correct that using the [[Configure Toolset]] utility.&lt;br /&gt;
&lt;br /&gt;
Navigate to the directory where you have installed the toolset.  Typically the location would be something like:&lt;br /&gt;
 C:\Program Files\Dragon Age\Tools\&lt;br /&gt;
In the Tools directory, double click on ConfigureToolset.exe to launch the utility.&lt;br /&gt;
&lt;br /&gt;
The first screen that comes up will be called &amp;quot;Game Builds&amp;quot;, with a field called &amp;quot;Win32 Game Build&amp;quot;.  This needs to point to the directory where Dragon Age is installed.  Either type the path into this field, or click the button next to it to browse to the directory.  Once this field is displaying the correct directory, click next, and then Finish.&lt;br /&gt;
&lt;br /&gt;
Launch the toolset again, and it should not give you this error anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Error messages]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Level_Editor_Tutorial&amp;diff=19977</id>
		<title>Level Editor Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Level_Editor_Tutorial&amp;diff=19977"/>
				<updated>2022-02-01T16:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
=Building your room (Interior Level)=&lt;br /&gt;
How to create/lightmap a [[Level]] for use in an Interior [[Area]]:&lt;br /&gt;
Objective: Following along with this tutorial, you should be able to create a simple room from scratch in 10 minutes or less&lt;br /&gt;
&lt;br /&gt;
 This was lifted from a posting by St4rdog http://social.bioware.com/forum/1/topic/8/index/150840&lt;br /&gt;
 It needs some additional formatting love, but is as good starting place for people to create usable &lt;br /&gt;
 interior levels&lt;br /&gt;
&lt;br /&gt;
File &amp;gt; New &amp;gt; Level &amp;gt; Room Level&lt;br /&gt;
&lt;br /&gt;
* Click on &amp;quot;New Area&amp;quot; in top-left list &amp;gt; Object Inspector in bottom-right &amp;gt; Layout Name &amp;gt; anything under 8 characters no spaces or special characters (*,&amp;amp;,%, etc).&lt;br /&gt;
* Click the Setup Start Point icon, then click anywhere to make a start point.&lt;br /&gt;
* Select the Area, then add the Start Point Name in the Object Inspector.  &lt;br /&gt;
*Right-click in 3D view and select Insert &amp;gt; New Room.&lt;br /&gt;
*Click Models (blue box) in the Palette in the top-right. These folders contain everything such as floor tiles, walls, etc.&lt;br /&gt;
*Enable Grid Snap with the magnet icon to make sure they line up.&lt;br /&gt;
*The &amp;quot;prp&amp;quot; folder contains things like beds/barrels to clutter your Level.&lt;br /&gt;
 Hint: Use [[DATool]] (3rd party tool downloadable at http://social.bioware.com/project/41/ )to browse &lt;br /&gt;
 through these quickly to find the floors/walls you want.&lt;br /&gt;
*Any gaps you can see between models (such as wall sections) will be visible in game. When you have time to refine the layout, you can remove most hairline gaps by setting exact X Y Z coordinates in the toolset (though sometimes 0.99 or 1.01 looks better than 1.00). Larger gaps may require the use of tileset assets such as pillars. The black box tileset (blk) can be placed outside a room to cover up any defects.&lt;br /&gt;
 Hint: If you need lots of wall sections quickly, place one at a convenient location e.g. (0,0). Copy (Ctrl-C) then Paste (Ctrl-V)&lt;br /&gt;
 as many as you need. In the Object Inspector, change the coordinates of successive sections to (0,8), (0,16) etc or drag manually &lt;br /&gt;
 if you can do that quicker.&lt;br /&gt;
&lt;br /&gt;
 Note: If you get &amp;quot;Cannot spawn models into the selected parent object&amp;quot; when trying to place a model &lt;br /&gt;
 then you don't have &amp;quot;New Room&amp;quot; selected.&lt;br /&gt;
&lt;br /&gt;
==Working with multiple rooms==&lt;br /&gt;
&lt;br /&gt;
In general it is best to define each building room as a new room in the level. This becomes important when you work on lighting. To physically connect rooms you need to slide them together to get the doors to line up, they do not line up automatically. It takes some trial and error but becomes easier with practice.&lt;br /&gt;
&lt;br /&gt;
Use the Room Properties icon to specify which rooms are connected etc.&lt;br /&gt;
&lt;br /&gt;
==Pathfinding==&lt;br /&gt;
&lt;br /&gt;
Click the Generate Pathfinding icon. Green dots indicate where the player will be allowed to walk.&lt;br /&gt;
&lt;br /&gt;
For this to work, the area properties must name a valid start point, and it needs to be bounded by walls or other obstacles.&lt;br /&gt;
&lt;br /&gt;
 Hint: you may need to place another startpoint in any room that can't be reached from the main startpoint. That would apply, for example, to&lt;br /&gt;
 rooms reached by transition doors within the area.&lt;br /&gt;
&lt;br /&gt;
==Adding lights==&lt;br /&gt;
&lt;br /&gt;
Two very simple alternatives are given here. &lt;br /&gt;
&lt;br /&gt;
The first is minimal, with shadows. &lt;br /&gt;
&lt;br /&gt;
The second makes no shadows, but ensures that faces are never in darkness.     &lt;br /&gt;
&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
&lt;br /&gt;
* Right-click on &amp;quot;New Room&amp;quot; in top-left list &amp;gt; Insert &amp;gt; New Light&lt;br /&gt;
&lt;br /&gt;
* Move it up off the floor a little (e.g. Z = 2). In Object Inspector &amp;gt; Affects Characters TRUE &amp;gt; &amp;quot;Color Intensity&amp;quot; 2 or more &amp;gt; &amp;quot;Light Type&amp;quot; Point - Static (lc) &amp;gt; Choose any bright color (this light illuminates both the level and the characters).&lt;br /&gt;
&lt;br /&gt;
*Copy and paste. In Object Inspector &amp;gt;&amp;quot;Light Type&amp;quot; Ambient - Baked (you must have an ambient light, and this approach stops your shadows being pitch black) &amp;gt; Choose a dark blue colour and keep the Color Intensity under 2/3.&lt;br /&gt;
&lt;br /&gt;
 Note: I'm not sure what the mix of Baked/Static light is supposed to be. &lt;br /&gt;
 If you just put a Baked + Ambient it complains about not having Static, but if &lt;br /&gt;
 you put a Static + Ambient it seems to work fine, but the wiki says Static is &lt;br /&gt;
 the most expensive.&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
&lt;br /&gt;
* Right-click on &amp;quot;New Room&amp;quot; in top-left list &amp;gt; Insert &amp;gt; New Light anywhere in the room.&lt;br /&gt;
&lt;br /&gt;
* Raise it up off the floor a little (e.g. Z = 2).&lt;br /&gt;
&lt;br /&gt;
* In Object Inspector &amp;gt; &amp;quot;Light Type&amp;quot; Ambient - Baked &amp;gt; Colour 1,1,0.86 &amp;gt; leave the colour intensity at 1 (this ambient light will light the level but not the characters).&lt;br /&gt;
&lt;br /&gt;
* Copy and paste. In Object Inspector &amp;gt; &amp;quot;Light Type&amp;quot; Point - Static &amp;gt; Affects Characters TRUE &amp;gt; Affects Level FALSE &amp;gt; Colour 0.70,0.70,0.65 &amp;gt; Colour Intensity 1.7 Point Radius 10000 (this will light your characters).&lt;br /&gt;
&lt;br /&gt;
* Copy and paste until you have 3-4 static character lights.&lt;br /&gt;
&lt;br /&gt;
* Arrange the character lights in a circle outside all of the rooms.&lt;br /&gt;
&lt;br /&gt;
=== Light Probe ===&lt;br /&gt;
&lt;br /&gt;
Whether you use method 1 or 2,&lt;br /&gt;
&lt;br /&gt;
* Right-click on &amp;quot;New Room&amp;quot; in top-left list &amp;gt; Insert &amp;gt; New Light Probe&lt;br /&gt;
&lt;br /&gt;
 Note : you need a light probe to make character and water lighting work properly. The exact position doesn't seem to matter much.&lt;br /&gt;
&lt;br /&gt;
==Rendering Lightmaps==&lt;br /&gt;
&lt;br /&gt;
*Press the Render Lightmaps icon (you need ActivePython 2.5 installed to default location, installation instructions for python can be found [[Installing_the_toolset#Lightmapper|here]]). When it's done click the Display Lightmaps On/Off icon in the top-left to refresh the results.&lt;br /&gt;
*Uncheck the &amp;quot;View Models Fully Lit&amp;quot; icon in the lop-left. You should see shadows from any objects you've dropped in.&lt;br /&gt;
&lt;br /&gt;
 Note: Lightmap-atlas messages might appear the first time you render. That seems normal.&lt;br /&gt;
 Sometimes re-rendering the lightmaps messes them up badly when Display Lightmaps On/Off is on. It &lt;br /&gt;
 doesn't seem to use the latest lightmaps. Try pressing Display Lightmaps On/Off a few times to &lt;br /&gt;
 update it. If they're still messed up sometimes one of these fixes it (don't know which)&lt;br /&gt;
 unloading/reloading your Area or Level/changing your Area's layout property/posting your Level to &lt;br /&gt;
 Local.&lt;br /&gt;
&lt;br /&gt;
==Adding the Minimap==&lt;br /&gt;
&lt;br /&gt;
Select the area. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
==Exporting==&lt;br /&gt;
&lt;br /&gt;
*Press the Do All Local Posts icon to the right of the lightmapping icons. It will export the name you typed into the &amp;quot;New Area&amp;quot; &amp;quot;Layout Name&amp;quot;. &lt;br /&gt;
*If that doesn't work, select the area then Edit &amp;gt; Post Selection To Local.&lt;br /&gt;
*If there's a complaint about walkable/player start then delete your old start then place a new one on a flat area.&lt;br /&gt;
*Save your .lvl file. It's not used by the game and the name/location doesn't matter. Only the exported/posted files are used.&lt;br /&gt;
&lt;br /&gt;
==Using this in an Area==&lt;br /&gt;
&lt;br /&gt;
File &amp;gt; New &amp;gt; Area &amp;gt; Any Name&lt;br /&gt;
&lt;br /&gt;
*In the Object Inspector &amp;gt; Area Layout you should get a &amp;quot;...&amp;quot; box (make sure it's Checked Out) &amp;gt; click then select your &amp;quot;Layout Name&amp;quot; which should now be there.&lt;br /&gt;
&lt;br /&gt;
* Now you have a pretty lightmapped level inside an area.&lt;br /&gt;
&lt;br /&gt;
=Building your terrain (Exterior Level)=&lt;br /&gt;
How to create/lightmap a [[Level]] for use in an Exterior [[Area]]:&lt;br /&gt;
Objective: Following along with this tutorial, you should be able to create a simple terrain from scratch.&lt;br /&gt;
&lt;br /&gt;
File&amp;gt;New&amp;gt;Level&lt;br /&gt;
&lt;br /&gt;
* Choose Terrain (Landscape) Level and then click Next.&lt;br /&gt;
&lt;br /&gt;
* Accept the default values for the purpose of this tutorial and click Next and then click Finish. You can learn more about what the different terrain options do at the [[Level editor]] page.&lt;br /&gt;
&lt;br /&gt;
You should now see a flat, dark piece of terrain. To move around you hold down the mouse wheel. If you want to rotate the view press the Alt key while holding down the mouse wheel. You will want some light so you can see what you are doing, so we will generate a light source next.&lt;br /&gt;
&lt;br /&gt;
Tip: When choosing the size of your terrain level think about where you are going to put horizon and vista objects, like distant mountains and tree lines. You may need to allow for extra space around your adventure area to place those items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grid Size==&lt;br /&gt;
&lt;br /&gt;
If you want to work with a larger grid than the one provided by default you can change the grid size by going to: &lt;br /&gt;
&lt;br /&gt;
Tools/Options/Level Editor/Grid Square Size.&lt;br /&gt;
&lt;br /&gt;
This will not change the actual dimensions of the terrain level that you created, it only changes the size of the squares in the grid.&lt;br /&gt;
&lt;br /&gt;
==Define an area==&lt;br /&gt;
&lt;br /&gt;
Must be done before rendering the lightmap.&lt;br /&gt;
&lt;br /&gt;
* Click on the purple [[File:Purpleplus.png]]-sign and click Define Area. Start in one corner and draw the green square to define the area that you will export.&lt;br /&gt;
* Fill in the box Layout Name, max seven characters.&lt;br /&gt;
* Fill in the box Name.&lt;br /&gt;
&lt;br /&gt;
==Lighting==&lt;br /&gt;
&lt;br /&gt;
* Right click on Terrain World to the upper left and choose Insert&amp;gt;New Light. This will spawn a light source in your area.  Make sure you change the Light Type to Ambient - Baked (L).  Be sure to click on the Render Lightmaps button if you want to see how your ambient light is working.&lt;br /&gt;
&lt;br /&gt;
Now that the terrain is lit we can modify it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifying Terrain==&lt;br /&gt;
&lt;br /&gt;
The [[Terrain mesh]] tools allow you to modify the terrain by changing elevations, smoothing edges, flatting terrain, or painting textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
First use the [[Terrain mesh]] tools to make a hole.  It doesn't have to be deep.  Then right-click on Terrain world and select Insert -&amp;gt; New Water Mesh.  Double Click on the Water Mesh to zoom to it.  By default it gets placed in a corner.  Using the 3 Axis Movement tool [[File:moveTool.png]] grab the water and drag it to your hole.  Depending on the size of the hole, you might have to adjust the water mesh size by changing the Size X and Size Y property values.  Once you have the mesh placed, it's time to create the light probe.  Right-click near the water mesh and select Insert -&amp;gt; New Light Probe.  Using the move tool again, drag the light probe so that is roughly centered over the water mesh and slightly above it.  Click on Render Lightmaps, then Render Light Probs.  You might have to toggle Display Lightmaps, but you should now see your water looking like water and reflecting things around it.&lt;br /&gt;
&lt;br /&gt;
See also [[Bug: Water plane missing in-game]] for an important workaround.&lt;br /&gt;
&lt;br /&gt;
==Placing Models==&lt;br /&gt;
&lt;br /&gt;
* Click the blue box in the Palette Window to access the models that come with the game. The [[Model list]] shows pictures of many of the models available.&lt;br /&gt;
&lt;br /&gt;
* The [[Model]] page has more details on how to work with models.&lt;br /&gt;
&lt;br /&gt;
Tip 1: I had to change the Snap Options to make the models go where I wanted them. The settings I use were 0.10 for Snap to Grid and Snap Z Size. I also had to turn off Enable Snap to Surface whenever I wanted to change the vertical position of something (like creating the second floor of a building). Enable Snap to Surface is not applied globally, so once you turn it off and position an object vertically, turning it back on will not move that object unless you select it (or have it selected when you turn it back on).&lt;br /&gt;
&lt;br /&gt;
Tip 2: When placing premade cottages be aware that the door frames you can see attached to those buildings DO NOT have built in door hooks (see [[Area tutorial]] for information on placing doors). You can place a door frame model (for example, fhe_doorfrs_0) over the built in door frame to generate a door hook. The door frame model has to be placed from the Level Editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Vegetation and Wind==&lt;br /&gt;
&lt;br /&gt;
The [[Vegetation]] page includes a list with pictures of the various plants available for placement. If you do not see the plants once you place them with the Scatter Object Tool then you may need to adjust your SpeedTree Rendering Distance Selector. This is a drop-down that you will see in the Tool Bar. It lists the distances at which plants will be visible. I set it to Very Far and left it there.&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
Image:Level editor wind object.png &lt;br /&gt;
&lt;br /&gt;
The Wind Object may be found by right clicking on Terrain World and selecting:&lt;br /&gt;
&lt;br /&gt;
Insert&amp;gt;New Wind Object&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Visual Effects (VFX)==&lt;br /&gt;
&lt;br /&gt;
Placeable visual effects like flames or smoke are considered to be art assets in the Dragon Age toolset, so you need to place them from within the Level Editor. &lt;br /&gt;
&lt;br /&gt;
The [[VFX Tutorial]] provides guidance on creating and placing visual effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Path finding and Obstructions==&lt;br /&gt;
&lt;br /&gt;
The path finding process lays down a grid of points that are marked &amp;quot;accessible&amp;quot; if they can be reached from a path finding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
You must create an [[Exportable area]] before you can generate any path finding data.&lt;br /&gt;
&lt;br /&gt;
* Click on the purple + in the tool bar ([[File:IconAddExportableArea.png]]). This will open an Area Properties window. The [[Level editor]] page has more details on this process, so I will just keep these steps very basic.&lt;br /&gt;
* Name your Exportable Area in the Layout Name field of the Area Properties window. The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
** Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
** Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
** A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
* Define your walkable area. Do this by clicking the Define Area button in the Area Properties window. The green box must include any areas that you want players to be able to walk. If you click in a corner of the level the green box will appear there. You can then expand it by dragging the corner.&lt;br /&gt;
* Close the Area Properties window.&lt;br /&gt;
&lt;br /&gt;
In most cases you will want to block off certain areas of your terrain.&lt;br /&gt;
* Turn on the Build Terrain Blocking tool.  It is the middle mountain icon.&lt;br /&gt;
* Using left-click to place and right-click to end chains/delete, place down blocks or 'walls' around areas you don't want the player to enter&lt;br /&gt;
* Be sure to provide visual clues if it isn't obvious why the player can't walk there.&lt;br /&gt;
&lt;br /&gt;
Now that you have your exportable area you can generate path finding data.&lt;br /&gt;
&lt;br /&gt;
* Place a Starting Point in your level. I found that path finding does not work if you place the Starting Point before you have an Exportable Area. To place a Starting Point click on Setup Start Point in the tool bar.&lt;br /&gt;
* Record the name of your Starting Point by clicking on it and looking at the name in the Object Inspector. Do not change the name - changing the name can prevent path finding from working.&lt;br /&gt;
* Click Exportable Area Properties in the tool bar to open the Area Properties window. Put the Start Point name in the appropriate  field and close the window.&lt;br /&gt;
&lt;br /&gt;
You should now be ready to generate pathfinding data by clicking on the Generate Pathfinding for Active Area button in the tool bar.&lt;br /&gt;
&lt;br /&gt;
==Converting Levels into Areas==&lt;br /&gt;
&lt;br /&gt;
Click on Do All Local Posts (you can avoid problems by generating a lightmap and pathfinding before doing local posts). This can be found in the menu at Tools&amp;gt;Export&amp;gt;Do All Local Posts&lt;br /&gt;
&lt;br /&gt;
Your level has now been converted and can be used to make an area. The [[Area tutorial]] will walk you through what to do next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Known_issues&amp;diff=19976</id>
		<title>Known issues</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Known_issues&amp;diff=19976"/>
				<updated>2022-02-01T16:19:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page is somewhat redundant as it duplicates things from pages such as [[Installation troubleshooting]].  However, it is gathering place for issues related to specific builds, along with plans to fix them.&lt;br /&gt;
&lt;br /&gt;
We're now moving detailed bug reports to individual pages, grouped in the category [[:Category:Toolset bugs|Toolset bugs]]. See [[Reporting a bug]] for instructions on how to submit bugs. This page will remain as a high-level summary of current known issues.&lt;br /&gt;
&lt;br /&gt;
==Final Build==&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
*[[Bug: Out of memory message]]&lt;br /&gt;
*[[Bug: New level doesn't work correctly]]&lt;br /&gt;
*[[Bug: Bulder to Player with new level issue]]&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.1008.0 (Installer Version 1.01)==&lt;br /&gt;
===Installer Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: Cannot open file for writing C:\Program Files\BioWare\...]]&lt;br /&gt;
&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: SpeedTree rendering distance]] - it has been reported that in at least one case a user can't set his tree rendering distance above 20m.&lt;br /&gt;
*[[Bug: ConfigureToolset application fails to set a registry key ]]. This bug requires a workaround if you need to use ConfigureToolset to change your database settings.&lt;br /&gt;
*[[Bug: Computer names with non-English characters can cause checkout problems]]. This can cause checked-out resources to be recognized as checked out to the wrong user, making them impossible to edit.&lt;br /&gt;
*[[Bug: Unable to save a new module]]. This can occur for users with long usernames.&lt;br /&gt;
*[[Bug: Water plane missing in-game]]. Level art that's posted when not in the single player module is missing its water planes.&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.982.19 (Installer Version 1.00)==&lt;br /&gt;
===Installation Issues===&lt;br /&gt;
*[[Bug: Endless reboot cycles after install under Windows XP SP 2]]&lt;br /&gt;
*[[Installation into a directory with a long path name]] (this arose with Steam installations in particular)&lt;br /&gt;
*[[Bug: Installer hangs at the stage of Execute:regsvr32.exe /s &amp;quot;C:\Dragon Age\tools\Engine.dll&amp;quot;]]&lt;br /&gt;
*[[Bug: Cannot open file for writing C:\Program Files\BioWare\...]]&lt;br /&gt;
&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: GFF and ERF editors require a keyfile]]&lt;br /&gt;
*[[Bug: FaceFX not appearing in menus]]&lt;br /&gt;
*[[Bug: Lightmapper causes shading artifacts along chunk boundaries]]&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - If you create a level with a water plane in it, the water is appearing properly in the toolset, but is non-existent in the game.  &lt;br /&gt;
*[[Bug: Toolset freezes when exporting or compiling]]&lt;br /&gt;
&lt;br /&gt;
====Exporting resources can cause the main campaign to fail, and can corrupt savegames made after installation====&lt;br /&gt;
*See [[Plot GUID bug]], or http://social.bioware.com/forum/1/topic/8/index/114380 for more details, and for information on how to clean up after this error strikes.&lt;br /&gt;
&lt;br /&gt;
An incompatibility has been discovered between the core resources in the database released with the toolset and the core resources used by the existing main campaign. This can cause the main campaign to stop working correctly after any resources are exported from the toolset.&lt;br /&gt;
&lt;br /&gt;
{{Dashedborder|This is fixed in version 1.01 of the toolset.  The underlying problem was identified and fixed, and a new set of core resources has been put into the database that does not give this problem anymore.}}&lt;br /&gt;
&lt;br /&gt;
== Older known issues (Beta issues, needs cleanup) ==&lt;br /&gt;
&lt;br /&gt;
=== Build 925 issues ===&lt;br /&gt;
&lt;br /&gt;
When working on a multiple-monitor system, it is possible that rearranging the monitors will cause the previously-recorded default location of popup windows such as &amp;quot;manage modules&amp;quot; to be off the edge of the display area where it can't be seen or manipulated. This can lock up the toolset, since the toolset won't respond until the popup is dismissed. To reset the position of the popup windows, delete the file &amp;quot;My Documents\BioWare\Dragon Age\Toolset\Layouts3.xml&amp;quot;. It will be recreated the next time the toolset is run using default values.&lt;br /&gt;
&lt;br /&gt;
=== Build 888 issues ===&lt;br /&gt;
&lt;br /&gt;
Build 888 and subsequent builds has some built-in assumptions that it will be installed in &amp;quot;Program Files\Dragon Age&amp;quot;. If it's installed elsewhere, the resource processor (used during certain resource exports, the generation of VO, FaceFX, and other activities) will become confused and fail with log messages such as &amp;quot;Unable to load C:\Programme\Dragon Age\tools\ResourceBuild/Settings/ResourceBuilder.xml&amp;quot; or &amp;quot;Failed to copy template 'C:\Program Files\Dragon Age\tools\ResourceBuild\Processors\VO_template_project.fdp' to 'C:\DOCUME~1\Owner\LOCALS~1\Temp\DragonAgePlaceholderVO\VO_template_project.fdp'&amp;quot; To correct this, go to the Tools -&amp;gt; Options -&amp;gt; Environment -&amp;gt; Resource Build Path setting and correct the path listed there to point to the resource builder's actual location.&lt;br /&gt;
&lt;br /&gt;
This appears to have been resolved in 1.0.982.0&lt;br /&gt;
&lt;br /&gt;
=== Build 773 issues ===&lt;br /&gt;
&lt;br /&gt;
*If you use resource history to view past revisions of a large conversation and then try to diff two of them, the toolset will crash. You can diff small conversations correctly. It's not known exactly what the cutoff between &amp;quot;large&amp;quot; and &amp;quot;small&amp;quot; conversations are as far as this bug is concerned.&lt;br /&gt;
&lt;br /&gt;
*Under Vista, the default install of MSSQL doesn't support multiple different user accounts on the same machine. Attempting to start the toolset from the wrong user account will pop up an error advising that you use the configuration tool to correct the database settings, but the database settings are not in error - it's the database server itself that's refusing to cooperate. One possible solution is to use SQL Server Management Studio Express to set up MSSQL properly.&lt;br /&gt;
&lt;br /&gt;
* When loading a saved game file, areas and objects contained therein are loaded from the save rather than the game resource. This means that if you save your game inside an area, make changes to the area and export them using the toolset, and then reload your game, none of the changes will appear. The changes will only appear if you start a new game. This affects objects such as waypoints, creatures, placeables, and so on.&lt;br /&gt;
&lt;br /&gt;
{{languages}}&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=19975</id>
		<title>Item tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=19975"/>
				<updated>2022-02-01T16:18:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox items}}&lt;br /&gt;
&lt;br /&gt;
In Dragon Age, &amp;quot;items&amp;quot; are things that a player can take into his inventory and carry around with him through the game. They are distinct and very different from placeables, which are interactive objects that are visible in the game area. Items cannot be placed directly on the area map, they can only be added to the inventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for &amp;quot;plot&amp;quot; items. This tutorial doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves.&lt;br /&gt;
&lt;br /&gt;
Note that due to the large number of items the toolset has to deal with, the item list displayed while editing creature and merchant inventories is cached. If you create a new item you'll need to refresh the toolset to see them in these lists (the &amp;quot;refresh&amp;quot; option is listed under the View menu).&lt;br /&gt;
&lt;br /&gt;
== A longsword ==&lt;br /&gt;
&lt;br /&gt;
First, select the item palette from the palette menu ([[Image:IconItem.png]]). Right-click on the empty item list and select &amp;quot;New -&amp;gt; Item&amp;quot; (alternately, go to the file menu and select &amp;quot;New -&amp;gt; Item&amp;quot; from there) and a new item resource will be created. You'll need to name it; we're going to create a sword for starters so we'll call it &amp;quot;longsword&amp;quot;. This is just the internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for you.&lt;br /&gt;
&lt;br /&gt;
The default base item type is &amp;quot;Weapon - Longsword&amp;quot;, which is what we want for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the bat are:&lt;br /&gt;
&lt;br /&gt;
*Name - the name of the item that the player actually sees in-game. We'll use &amp;quot;Longsword&amp;quot;.&lt;br /&gt;
*Description - a short block of text that the player can see if he &amp;quot;examines&amp;quot; the item. A basic &amp;quot;This is a longsword.&amp;quot; will suffice.&lt;br /&gt;
*Icon - the small image that's displayed next to the item's entry in the inventory, and in the equipped item slot when the player has the item equipped. A set of icons is included in the core resources, all prefixed with &amp;quot;ico_&amp;quot;; we'll use &amp;quot;ico_longsword.dds&amp;quot; for this item.&lt;br /&gt;
&lt;br /&gt;
Since not all longswords look the same, you may wish to choose from a set of alternate models for your item. The &amp;quot;Item Variation&amp;quot; field does this. Unlike Neverwinter Nights, swords cannot be customized by putting together several different parts. &lt;br /&gt;
&lt;br /&gt;
MaterialProgression and MaterialType are of particular significance to weapons and armor; they determine the general quality of the item (magical effects are added in other properties)&lt;br /&gt;
&lt;br /&gt;
!! need to look up some details on materials for this !!&lt;br /&gt;
&lt;br /&gt;
[[Image:Item editing longsword.png]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Attributes&amp;quot; section includes a base cost field (measured in copper pieces - silver and gold are calculated automatically), whether the item is damaged or intact, and a variety of advanced properties that can be set for magical weapons.&lt;br /&gt;
&lt;br /&gt;
You have to set the base cost manually. As far as I can see, the base cost of official items is determined by the Item Variation. So, if we're making a sword of variation Longsword 2, have a look at the offical longswords in the Object Inspector. It turns out that gen_im_wep_mel_lsw_oth is Longsword 2, so we can copy the base cost (1500 cp). Don't worry about material or item properties - the game automatically adjusts the buy/sell cost for that (see [[Item#Item_Cost]]).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Item Properties&amp;quot; brings up a display for adding properties that go into effect whenever the item is equipped. These are any special power, effects, or stat variations beyond the basic item attributes. There are two general classes of properties that can be added; abilities and restrictions. Abilities are properties that enhance the item's function in some way - increased damage against certain targets, bonuses to the character's attributes, and so forth. Restrictions are limitations that can be put on who can use the item - for example, only certain classes, or only characters with certain skills or talents. There are also visual effect properties. Each property also has an associated power, which determines how &amp;quot;strong&amp;quot; the property is - generally, how much of a bonus it gives.&lt;br /&gt;
&lt;br /&gt;
An item can have up to five properties on it, including both abilities and restrictions in the total.&lt;br /&gt;
&lt;br /&gt;
[[Image:Item properties.png]]&lt;br /&gt;
&lt;br /&gt;
You can also assign an item an &amp;quot;OnHit Effect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== A shield ==&lt;br /&gt;
&lt;br /&gt;
== A suit of armor ==&lt;br /&gt;
&lt;br /&gt;
== A potion ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; (located in the item properties) is a number that designates which category the item belongs to.  For quick reference, a list of the more common items can be found [http://social.bioware.com/wiki/datoolset/index.php/Inventory[here]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=19974</id>
		<title>Installing the toolset</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=19974"/>
				<updated>2022-02-01T16:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
The Dragon Age Toolset installer comes with several pieces of third-party software that are needed for the toolset to function. They are:&lt;br /&gt;
&lt;br /&gt;
* DirectX 9.0c&lt;br /&gt;
* Visual C Runtime Library&lt;br /&gt;
* Microsoft SQL Server Express 2005 Edition&lt;br /&gt;
* Nvidia PhysX drivers version ONLY PhysX_9.09.0203_SystemSoftware&lt;br /&gt;
* Phyton Version: ActivePython-2.5.5.7-win32-x86. Extremely important for Lightmapping&lt;br /&gt;
&lt;br /&gt;
These components will be installed along with the toolset by the toolset's installer.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
The first screen you'll get to after starting the installer and passing the title page is the install location selector. The toolset can only install the program into a specific subdirectory of the Dragon Age game directory, so you won't be able to alter the installation path; it's for informational purposes.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' MSSQL Express 2005 is bundled with this toolset and is required for it to function. Unfortunately, MSSQL Express 2005's installer has a limitation that prevents it from installing to a directory path that's longer than 58 characters.&amp;lt;sup&amp;gt;[http://support.microsoft.com/kb/935371]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, this limitation no longer affects the installation, since version 1.01 of the toolset installer installs the SQL instance to a shorter path to avoid this issue. It now installs to Program Files\DAODB\.  See [[installation into a directory with a long path name]] for details.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
The next screen after location has been selected is where you can choose which components to install. There are only two selectable components here; Core Resources (the toolset itself) and Microsoft SQL Server Express. To run the toolkit you'll obviously need to install the Core Resources option. SQL Server is presented as a separate option so that if you already have a database server installed on your system you can use that instead of installing a whole new one.&lt;br /&gt;
&lt;br /&gt;
If you don't have an SQL server installed, or if you don't know whether you have one installed, it's safe to go with the default and install SQL Server Express. SQLServer's installer will check the existing components and, finding that all required components are already in place, won't do anything after you click &amp;quot;finish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Manual database selection ==&lt;br /&gt;
&lt;br /&gt;
If you choose not to install SQL Server Express, the installer will ask for a database server and database name to install the toolset's resource database to instead. The default server is &amp;lt;code&amp;gt;.\BWDATOOLSET&amp;lt;/code&amp;gt; and the default database name is &amp;lt;code&amp;gt;bw_dragonage_content&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Once you have selected these options the Dragon Age toolset will begin the installation process. This can take a while. When the install process is finished you'll be given the option to read a readme.txt file.&lt;br /&gt;
&lt;br /&gt;
The toolset will create a start menu folder named &amp;quot;Dragon Age&amp;quot;. The start menu folder will include a link to start the toolset, a link to the toolset's uninstaller, and a link to the toolset's external configuration utility.&lt;br /&gt;
&lt;br /&gt;
The installer will write a log file in your My Documents folder. If installation fails this log file will be helpful for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
If you are installing over a previous version of the toolset, you may need to update the format of your old database to make it compatible with the new version of the toolset. See [[database migration]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Lightmapper ===&lt;br /&gt;
&lt;br /&gt;
The [[lightmap|lightmapper]] is the tool used to calculate lighting in level layouts. You only need to use it if you're going to be creating or modifying level layouts. The lightmapper included with the toolset requires Python to run but Python isn't currently bundled with the toolset, so if you don't already have it installed you'll need to do the following:&lt;br /&gt;
&lt;br /&gt;
# Install [http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi Python 2.5.4 ]&lt;br /&gt;
# Install the [http://sourceforge.net/projects/pywin32/files/pywin32/Build%20214/pywin32-214.win32-py2.5.exe/download win32 extensions] for Python 2.5 &amp;lt;BR&amp;gt; '''OR'''&lt;br /&gt;
# Install [http://downloads.activestate.com/ActivePython/releases/2.5.5.7/ActivePython-2.5.5.7-win32-x86.msi ActiveState Python 2.5.5.7] &amp;lt;BR&amp;gt; '''Note''': The Community Edition of this release is no longer available! If you have not purchased a Business or Enterprise license from ActiveState you will need to use the python.org release and the pywin32 extensions (2014-04-13).&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to download and install ActiveState python which comes with the needed extensions.  Just click through the defaults on the installer and you will be ready to go.  If you want to use python.org installer, maker sure to install it first, then install the win32 extensions.&lt;br /&gt;
&lt;br /&gt;
* If you don't have Python installed and try to run the lightmapper, you'll receive a standard Windows error message indicating that &amp;quot;EclipseRay.exe has stopped working.&lt;br /&gt;
&lt;br /&gt;
* Note for 64 bit machines: There appears to be a bug with the 64-bit version of ActiveState Python 2.5 for Windows that prevents the lightmapper from functioning. Install the 32-bit version instead, it works.  The 32-bit version is the one linked above.&lt;br /&gt;
&lt;br /&gt;
* Do not install both ActivePython and Python.org.  This will most likely cause you to get an Error Code 1 when rendering lightmaps.&lt;br /&gt;
&lt;br /&gt;
* If you get an error code of -1073741819 this means you either have the 64 bit version or you have a version higher than 2.5.  Uninstall and use the installers from the links above.&lt;br /&gt;
&lt;br /&gt;
* If you get an error code of -1073741515, try copying the python25.dll (from your python installation directory) into the &amp;lt;dragon age install directory&amp;gt;\tools\lightmapper folder and restarting the toolset.&lt;br /&gt;
&lt;br /&gt;
=== NVIDIA PhysX ===&lt;br /&gt;
&lt;br /&gt;
Currently, the Toolset relies on a version of PhysX which may not be readily accessible to some users, specifically 9.09.0408.  It is not included in the latest NVIDIA drivers, and it can render certain parts of the Toolset, specifically pathfinding and lightmapping, partially or totally inoperable.&lt;br /&gt;
&lt;br /&gt;
If you have the game install disc, the correct PhysX installer is included on it.  If not, you can download and install it from [http://www.nvidia.com/object/physx_9.09.0408_whql.html NVIDIA's web site].&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
The external configuration utility [[ConfigureToolset.exe]] (found in the Dragon Age\tools directory) is used to configure the toolset's database connection and to tell the toolset where the game's executable is. You shouldn't need to run the configuration utility during routine usage of the toolset, and if the defaults set up by your installer work you may not need to run it at all.&lt;br /&gt;
&lt;br /&gt;
The default database string is &amp;quot;&amp;lt;code&amp;gt;Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\SQLEXPRESS&amp;lt;/code&amp;gt;&amp;quot;. For advanced configuration, click on the ellipsis button ([[Image:ellipsis.png|link=]]) to open the data link properties window.&lt;br /&gt;
&lt;br /&gt;
==== Moving the database files from the default location ====&lt;br /&gt;
&lt;br /&gt;
By default, the database data and log files are loaded into C:\Program Files\DAODB\data and are called bw_dragonage_content.mdf and bw_dragonage_content.ldf.&lt;br /&gt;
&lt;br /&gt;
For Vista and Win7 installations, the Program Files path will be whatever is commonly used. If you cannot find the folder, do a search for .mdf files and you should get to the required folder.&lt;br /&gt;
&lt;br /&gt;
If you have customized your database during installation, replace the bw_dragonage_content with your database name.&lt;br /&gt;
&lt;br /&gt;
As you start working on your module and checking in resources, the database will grow in size.&lt;br /&gt;
If you want to move the database files elsewhere to free up space on C:, do the steps below. &lt;br /&gt;
* Make sure you have backed up your dragon age database - See [[Database_backup_and_restore]] for information on how to do it&lt;br /&gt;
* Open Microsoft SQL Server Management Studio Express - If you don't have it, you can download it [http://www.microsoft.com/downloads/details.aspx?FamilyId=C243A5AE-4BD1-4E3D-94B8-5A0F62BF7796 here]&lt;br /&gt;
* Open a New Query window either by clicking New Query button on the toolbar or going to File -&amp;gt; New -&amp;gt; Query with Current Connection or using the shortcut Ctrl+N&lt;br /&gt;
* Type the following into the query window and execute (F5) to detach the dragon age database from the data files&lt;br /&gt;
 use master&lt;br /&gt;
 go&lt;br /&gt;
 sp_detach_db 'bw_dragonage_content'&lt;br /&gt;
 go&lt;br /&gt;
* Move the database files to the new location&lt;br /&gt;
* Type the following into the query window and execute (F5) to attach the dragon age database to the data files&lt;br /&gt;
 use master&lt;br /&gt;
 go &lt;br /&gt;
 sp_attach_db 'bw_dragonage_content','&amp;lt;path to the .mdf file&amp;gt;\bw_dragonage_content.mdf','&amp;lt;path to the .ldf file&amp;gt;\bw_dragonage_content.ldf'&lt;br /&gt;
 go&lt;br /&gt;
* To check the path to the data files, you can type the following into the query window and execute it&lt;br /&gt;
 use bw_dragonage_content&lt;br /&gt;
 go&lt;br /&gt;
 sp_helpfile&lt;br /&gt;
 go&lt;br /&gt;
&lt;br /&gt;
This [http://support.microsoft.com/kb/224071 Microsoft KB article] has more details, if required.&lt;br /&gt;
&lt;br /&gt;
== Uninstallation ==&lt;br /&gt;
&lt;br /&gt;
An uninstaller shortcut is available from the same start menu folder as the toolset itself. It will autodetect the location you installed the toolset in, display it to you to confirm that this is correct, and then after you click &amp;quot;next&amp;quot; it will ask which components to uninstall.&lt;br /&gt;
&lt;br /&gt;
* Core Resources - uninstalled by default, this is the toolset itself.&lt;br /&gt;
* Database - Since the uninstaller can't automatically determine if you're using SQLServer Express purposes other than just the Dragon Age toolset, SQLServer is ''not'' uninstalled automatically by default. To have the uninstaller remove the database server as well, unselect this checkbox.&lt;br /&gt;
&lt;br /&gt;
The uninstaller is generated on installation and therefore isn't signed. This may cause Vista to complain under some circumstances but shouldn't affect the uninstaller's functioning.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
See [[installation troubleshooting]] for a list of common problems that can occur during installation and how to correct or work around them.&lt;br /&gt;
&lt;br /&gt;
If you experience a crash, logs can be found in &amp;lt;code&amp;gt;My Documents\BioWare\Dragon Age\Toolset\logs&amp;lt;/code&amp;gt;. The log filenames will include the date on which the log file was created. Sending in a log will help greatly with bug fixing.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
Documentation is currently provided via the wiki at:&lt;br /&gt;
&lt;br /&gt;
http://social.bioware.com/wiki/datoolset/&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=How-tos&amp;diff=19973</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=How-tos&amp;diff=19973"/>
				<updated>2022-02-01T16:18:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
See also [[Useful Scripts]] for &amp;quot;how-tos&amp;quot; that specifically involve [[script]]ing.&lt;br /&gt;
&lt;br /&gt;
See [[compiling 2DAs]] for methods of converting Excel source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab. (Make sure your event was selected before you do this).&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
Or, for a custom module, COPY TO&lt;br /&gt;
&lt;br /&gt;
    %My Documents%\BioWare\Dragon Age\addins\%Module Name%\core\override\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds How to: Add New Music and Sounds] by Cuvieronius of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/forum/Dragon-Age-Toolset/Toolset---Cutscenes/Cutscene-Music-to-replace-in-game-vanilla-question-Solved-2847712-1.html How to: Insert Original Edited Music into a Cutscene] by DahliaLynn.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Getting_Started&amp;diff=19972</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Getting_Started&amp;diff=19972"/>
				<updated>2022-02-01T16:18:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
* [http://dragonage.bioware.com/ Install the game.] Ensure that Dragon Age is installed before dabbling in the toolset, as it relies on the game's resources and engine, and cannot function without them.&lt;br /&gt;
* [[Creating an account|Create an account.]] In order to contribute to pages on the DA Builder Wiki or participate on the BioWare Social Network, you will need to create an online user account.&lt;br /&gt;
* [http://social.bioware.com/user_bw_games_register.php Register the game.] In addition, you will need to register your copy of Dragon Age before gaining access to game-owner only content, including the toolset.&lt;br /&gt;
* [https://dragonagekeep.com/en_US/downloads Download the toolset.] The Dragon Age toolset contains the same functionality used by BioWare to craft the official campaign, and provides the power and flexibility to create your own custom content and adventures.&lt;br /&gt;
* [[Installing the toolset|Install the toolset.]] Refer to this page for general information and step-by-step instructions to installing the toolset.&lt;br /&gt;
* [[Installation troubleshooting|Troubleshooting.]] Refer to this page for specific information on how to resolve issues in the event that toolset installation goes awry.&lt;br /&gt;
* [[Known issues|Known issues.]] Refer to this page for a currently documented list of known issues and bugs in the current version of the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview of the Toolset ==&lt;br /&gt;
&lt;br /&gt;
*[[Overview of the toolset|Overview of the toolset:]] A quite good overview of interface layout and toolset resource management.&lt;br /&gt;
&lt;br /&gt;
*[[Comparisons with other toolkits|Comparisons with other toolkits:]] A brief feature overview of the Dragon Age toolset for users familiar with similar software (e.g., the NWN Aurora Toolset).&lt;br /&gt;
&lt;br /&gt;
== Starting the Toolset ==&lt;br /&gt;
&lt;br /&gt;
{| align=right&lt;br /&gt;
|[[File:Titlebar components.png|thumb|300px|right|How to determine which module is currently open]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Warnbox|Do not edit Single Player or Core Resources with custom content!|300px}}&lt;br /&gt;
|}&lt;br /&gt;
Before using the Toolset, it is important to take note of what [[Module|module]] the toolset has open. A module is a &amp;quot;container&amp;quot; in which game resources are stored in; you will only be able to see the resources for the currently open module (and any modules that it is marked as depending on). The default module when first starting the Toolset is the &amp;quot;Demo&amp;quot; module, which is a very small and simple module intended to show several common resource types in a basic pre-built adventure that you can experiment with safely.&lt;br /&gt;
&lt;br /&gt;
The main Dragon Age: Origins campaign resources are stored in a module named &amp;quot;Single Player&amp;quot;. If you're just starting out with the toolset, it can be dangerous to edit these, as you could inadvertently corrupt your main campaign. Take care when exploring not to edit any of those resources without knowing what you're doing.&lt;br /&gt;
&lt;br /&gt;
The first basic steps in the Toolset shall be to create your own [[Module]]. The only possible type of Module is &amp;quot;Addin&amp;quot;, but note that this name is somewhat misleading; it is possible to have &amp;quot;standalone addins&amp;quot; that are completely separate from any other module (such as the main campaign).&lt;br /&gt;
&lt;br /&gt;
*See: [[Module]] - For a general overview of how a Module works, and what awaits you.&lt;br /&gt;
&lt;br /&gt;
== Using the Toolset ==&lt;br /&gt;
&lt;br /&gt;
As described in the overview linked to above, the game uses a wide variety of resource types. A &amp;quot;resource&amp;quot; is something that you can create, such as a script or a creature, and you will often need to combine many different resources together to accomplish a particular design goal. The toolset consists of many independent tools for working with these different types of resources. These tools can be well discussed separately.&lt;br /&gt;
&lt;br /&gt;
The next best step for learning the toolset would be to look into the categories on the [[Main Page]], which link deeper into each topic and the tools involved with them. If you are having questions at a specific part of the toolset give this Wiki a search for it. This can be very specific, and always worth a try. You may also find the [http://social.bioware.com/forum/1/subindex/70 toolset forums] to be useful in solving specific problems the documentation here may not cover.&lt;br /&gt;
&lt;br /&gt;
A list of certain Interest, and the 3 Resource types:&lt;br /&gt;
*[[Design]] - Talks mainly about Designer Resources, such as Items, Monsters, NPC's, Vendors, etc.&lt;br /&gt;
*[[Art]] - Talks mainly about Art Resources, such as Models, Textures, Facemorphs, etc.&lt;br /&gt;
*[[2DA]] - Talks about the 2DA Resourcetype, which is sets of Gamewide usable variables and references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips and tricks ===&lt;br /&gt;
*[[Shortcuts]] - Assorted toolset shortcuts.&lt;br /&gt;
*[[Common Problems]] - Little things that most people will need to know but that are not necessarily obvious.&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
It is currently not possible to delete a module by normal means. &lt;br /&gt;
&lt;br /&gt;
If you run into a problem that the documentation doesn't cover and that you can't fix, contact toolsetsupport@bioware.com&lt;br /&gt;
&lt;br /&gt;
== Removing Custom Content ==&lt;br /&gt;
&lt;br /&gt;
This section describes how to remove all custom content from the game.&lt;br /&gt;
&lt;br /&gt;
To be on the safe side, before you start, you might want to &lt;br /&gt;
&lt;br /&gt;
* disable all the unofficial add-ins on the DLC screen in game&lt;br /&gt;
* play a recently saved game (using the Force Load option) to confirm that it works reasonably well without the add-ins&lt;br /&gt;
* back up your Documents &amp;gt; Bioware folder&lt;br /&gt;
&lt;br /&gt;
Since you can't be certain that all authors have followed best practice, you'll need to clean out all the folders that can be customised.&lt;br /&gt;
&lt;br /&gt;
In Documents &amp;gt; Bioware &amp;gt; Dragon Age,&lt;br /&gt;
&lt;br /&gt;
* In the AddIns folder, delete all the folders except Demo, Single Player and anything starting with dao_prc (the official DLC).&lt;br /&gt;
* Delete any files In the AddIns &amp;gt; Single Player folder and sub-folders (you might get away with just deleting the Single Player folder, but caution never hurts).&lt;br /&gt;
* Delete any files from the modules and packages folders.&lt;br /&gt;
&lt;br /&gt;
== Dragon Age 2 ==&lt;br /&gt;
&lt;br /&gt;
See [[Dragon Age 2]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=GFF_editor&amp;diff=19971</id>
		<title>GFF editor</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=GFF_editor&amp;diff=19971"/>
				<updated>2022-02-01T16:18:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GFF editor.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The GFF editor is a tool for opening and editing [[GFF]] files, such as savegames. See [[GFF]] for information about the GFF file format.&lt;br /&gt;
&lt;br /&gt;
== Out of memory error ==&lt;br /&gt;
&lt;br /&gt;
The GFF editor that comes with the toolset is not very efficiently programmed, unfortunately. When opening GFF files as small as 7 megabytes or so (which savegames can easily reach) the editor's memory usage can skyrocket above 3 gigabytes and potentially cause the editor to crash.&lt;br /&gt;
&lt;br /&gt;
While the memory usage itself can't be worked around presently (it's an inherent flaw in the editor), it is possible to make the editor less prone to crashing when it reaches such large memory sizes using a trick developed by Krayzie_3334.[http://social.bioware.com/11689/blog/707/]&lt;br /&gt;
&lt;br /&gt;
# Download [http://www.ntcore.com/ CFF Explorer],&lt;br /&gt;
# Open Dragonagetoolset.exe with CFF (make a backup first)&lt;br /&gt;
# In the Left-Hand Pane, Left Click ( Highlight ) &amp;quot;File Header&amp;quot; &lt;br /&gt;
# In the Right-Hand Pane Click on the &amp;quot;Click here&amp;quot; box.&lt;br /&gt;
# In the &amp;quot;Characteristics Window&amp;quot; Check the &amp;quot;App can handle &amp;gt;2GB address space&amp;quot; box.&lt;br /&gt;
# Click OK&lt;br /&gt;
# File -&amp;gt; Save &amp;amp; Exit.&lt;br /&gt;
&lt;br /&gt;
Please note that the above workaround requires that you have at least 4 gigabytes of RAM.&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Dragon_Age_2&amp;diff=19970</id>
		<title>Dragon Age 2</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Dragon_Age_2&amp;diff=19970"/>
				<updated>2022-02-01T16:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
No toolset has been announced for Dragon Age 2 at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, some of the information in this wiki will help DA2 modders, who may wish to share their knowledge here, too. &lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
&lt;br /&gt;
Obviously, since this wiki was originally written for DAO, by default it refers to DAO, not DA2.&lt;br /&gt;
&lt;br /&gt;
The same applies to the [http://social.bioware.com/forum/1/subindex/70 Toolset Forum] and [http://social.bioware.com/browse_bw_projects.php Projects], where DA2 modders are most welcome.&lt;br /&gt;
&lt;br /&gt;
So, it would help everyone if DA2 projects, forum posts, wiki articles, sections and comments were clearly labelled as DA2, to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
Ideally, information which only applies to DAO should be labelled, too, but that isn't going to happen comprehensively, so make no assumptions!&lt;br /&gt;
&lt;br /&gt;
==Overview : how DA2 differs from DAO==&lt;br /&gt;
&lt;br /&gt;
This information is evolving. Early days!&lt;br /&gt;
&lt;br /&gt;
* Since there is no toolset or source material for DA2, it is not possible to work with [[Design | design resources]].&lt;br /&gt;
&lt;br /&gt;
* However, it is possible to make simple changes to the exported DA2 resources (areas, creatures, conversations etc) that ship with the game.&lt;br /&gt;
&lt;br /&gt;
* It may also be possible to make new resources with the DAO toolset, export them, and package them for DA2.&lt;br /&gt;
&lt;br /&gt;
* The official exported resource files are held in [[ERF]] containers. DA2 uses version 3.0 for both main game content and DLC, whereas DAO uses version 2.0 for main game and expansion resources  and version 2.2 for DLC.&lt;br /&gt;
&lt;br /&gt;
* The exported resource file format is [[GFF]]. DA2 uses versions 4.1 and 4.0, while DAO uses version 4.0. Both games also use version 3.2 for some content types.&lt;br /&gt;
&lt;br /&gt;
* The DAO toolset does not support ERF 3.0 or GFF 4.1 (see next section for alternate tools). With an available version 2.0 erf file, courtesy of Thought Process, the DAO toolset can be used to compile scripts that can be used in DA2. Similar custom erf files could likely be made to enable using models from DA2 in the DAO toolset to create new creature templates, though these will likely require hand editing in a stand-alone gff editor for use in DA2. Since many DA2 file types are the same as their DAO counterparts (with perhaps minor differences), those files will likely work as exported from the DAO toolset; if not, there are ways to tweak them manually.&lt;br /&gt;
&lt;br /&gt;
* [[List of file types|Resource formats]] are generally the same (or similar) for both DAO and DA2.&lt;br /&gt;
&lt;br /&gt;
* One exception is that the DAO conversation format (.dlg) has been replaced by .cnv in DA2. However, they share the same basic node structure, and it may be possible to convert dlg files to cnv.&lt;br /&gt;
&lt;br /&gt;
==Builder Resources==&lt;br /&gt;
&lt;br /&gt;
Some of the basic tools are&lt;br /&gt;
&lt;br /&gt;
* [https://www.nexusmods.com/dragonage/mods/4512 pyGFF] for working with GFF files&lt;br /&gt;
* [https://www.nexusmods.com/dragonage/mods/214 GDApp] for editing 2DA files and exporting them to Excel&lt;br /&gt;
* [http://social.bioware.com/project/4419/ ERFv3 Packer] for putting files into the new format ERF container&lt;br /&gt;
&lt;br /&gt;
See also [http://code.google.com/p/dragon-age-open-house/wiki/BSN_DA2IndexBuilders Community Index].&lt;br /&gt;
&lt;br /&gt;
== Followers ==&lt;br /&gt;
&lt;br /&gt;
* gen00fl_bethany&lt;br /&gt;
* gen00fl_carver&lt;br /&gt;
* gen00fl_varric&lt;br /&gt;
* gen00fl_anders&lt;br /&gt;
* gen00fl_aveline&lt;br /&gt;
* gen00fl_isabela&lt;br /&gt;
* gen00fl_merrill&lt;br /&gt;
* gen00fl_fenris&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Database&amp;diff=19969</id>
		<title>Database</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Database&amp;diff=19969"/>
				<updated>2022-02-01T16:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
The toolset uses a named SQL instance, so you want to connect with your client using the format:&lt;br /&gt;
&lt;br /&gt;
.\BWDATOOLSET&lt;br /&gt;
&lt;br /&gt;
This is the default, but it's possible to install or configure the toolset to use a different database. To find out what your database server is called, go to control panel-&amp;gt;Administrative Tools-&amp;gt;Services and look for a service that is called something like: &amp;quot;SQL Server&amp;quot;. The name of the server is the name you need to use for this.&lt;br /&gt;
&lt;br /&gt;
The toolset uses a registry setting for the database connection. The toolset configuration tool normally edits this so you shouldn't ever need to do it manually, but it can be found at HKLM\Software\Bioware\Dragon Age\Toolset\Common\MSSQL_IO\ServerName&lt;br /&gt;
(64 bit needs HKLM\Software\Wow6432Node\Bioware\Dragon Age\Toolset\Common\MSSQL_IO\ServerName ).&lt;br /&gt;
&lt;br /&gt;
== Backing up your database ==&lt;br /&gt;
&lt;br /&gt;
Backing up a database is not as simple as just copying a file. You'll need to export the data from the database in a more portable form. &lt;br /&gt;
&lt;br /&gt;
There are currently three approaches to backing up your database.&lt;br /&gt;
&lt;br /&gt;
=== SQL Express Management Studio ===&lt;br /&gt;
&lt;br /&gt;
Go to Microsoft and download the SQL Express Management Studio for free.&lt;br /&gt;
&lt;br /&gt;
This will allow you to have a more friendly GUI interface into the toolset's database. It also means you can cause damage to the database as well, so be cautious with this tool. After registering your server you can backup your database to a file, in the same manner that the initial database has been packaged for the installer. In the future you can then restore that backup over top of the newly created database and then apply the migration scripts.&lt;br /&gt;
&lt;br /&gt;
=== Batch file and command line ===&lt;br /&gt;
&lt;br /&gt;
You can create a batch file with the backup command in in.&lt;br /&gt;
&lt;br /&gt;
You can then run the batch files to backup your database and restore it, with you controlling the file names and such.&lt;br /&gt;
&lt;br /&gt;
The toolset comes with a simple batch file for backups and restores, you can find it in the Dragon Age\tools\DatabaseUtilities\Backup_Restore directory. Edit the &amp;quot;config.ini&amp;quot; file to set the names and locations for database backup and restore files.&lt;br /&gt;
&lt;br /&gt;
=== Builder to builder export ===&lt;br /&gt;
&lt;br /&gt;
In the toolset you can go to the menu and select Tools-&amp;gt;Export Database (Database Export)&lt;br /&gt;
This will allow you to save out the entire source data into an xml file.&lt;br /&gt;
When you reinstall you can then go to tools-&amp;gt;Database Import and bring all the data back in.&lt;br /&gt;
This one is a bit more work in that it will recreate everything and not put everything back the way it was.&lt;br /&gt;
A small difference but still a difference.&lt;br /&gt;
&lt;br /&gt;
== Useful queries ==&lt;br /&gt;
&lt;br /&gt;
=== Conversation Search ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT m.Name, uri.Folder, uri.ResRefName, st.Text, cl.Icon, st.StringID&lt;br /&gt;
FROM dbo.v_ModuleTree mt &lt;br /&gt;
JOIN dbo.t_Module m ON m.ID = mt.AssociatedModuleID AND mt.ModuleID = @ModuleID&lt;br /&gt;
JOIN dbo.v_UserResourceInfo uri ON uri.ModuleID = mt.AssociatedModuleID &lt;br /&gt;
JOIN dbo.t_ConversationLine cl ON cl.ModuleResRefVersionID = uri.ModuleResRefVersionID &lt;br /&gt;
JOIN dbo.t_StringText st ON cl.TextStringID = st.StringID AND cl.ModuleResRefVersionID = st.ModuleResRefVersionID&lt;br /&gt;
WHERE st.Text LIKE '%' + @Search + '%'&lt;br /&gt;
AND ( cl.Icon = @Icon OR @Icon = -1 )&lt;br /&gt;
ORDER BY m.Name, uri.Folder, uri.ResRefName, cl.Icon &lt;br /&gt;
OPTION ( force ORDER )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Script Search ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SELECT m.Name, uri.Folder, uri.ResRefName, uri.resrefid, &lt;br /&gt;
'... ' + substring( s.text, patindex('%' + @Search + '%', s.Text) -30, len(@Search)+60 ) + ' ...' as matched_on&lt;br /&gt;
FROM dbo.v_ModuleTree mt INNER JOIN&lt;br /&gt;
dbo.t_Module m ON m.ID = mt.AssociatedModuleID AND mt.ModuleID = @ModuleID INNER JOIN&lt;br /&gt;
dbo.v_UserResourceInfo uri ON uri.ModuleID = mt.AssociatedModuleID INNER JOIN&lt;br /&gt;
dbo.t_Script s ON s.ModuleResRefVersionID = uri.ModuleResRefVersionID&lt;br /&gt;
WHERE (s.Text LIKE '%' + @Search + '%')&lt;br /&gt;
ORDER BY m.Name, uri.Folder, uri.ResRefName OPTION (force ORDER)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a blank database from scratch ==&lt;br /&gt;
&lt;br /&gt;
To set up a blank new database (or if you'd like to examine the schema that an existing database is built on), there are two SQL scripts that need to be run.&lt;br /&gt;
&lt;br /&gt;
*[[Content Create Script.sql]] sets up the tables. If you have a slow connection note that this page is over half a megabyte in size.&lt;br /&gt;
*[[Core Data Script.sql]] puts some basic core data into the tables that the toolset needs in order to run.&lt;br /&gt;
&lt;br /&gt;
[[File:SQL Server Management Studio Express database roles.png|thumb|The interface for working with roles in your database]]&lt;br /&gt;
&lt;br /&gt;
Before running them you'll have to ensure that your database has the following three roles:&lt;br /&gt;
&lt;br /&gt;
* bw_db_read&lt;br /&gt;
* bw_db_write&lt;br /&gt;
* bw_db_lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may get three warnings that begin &amp;quot;Cannot add rows to sys.sql_dependencies for the stored procedure because it depends on the missing table...&amp;quot;. These are not a problem, the script is creating stored procedures that refer to tables that only get added later in the SQL script.&lt;br /&gt;
&lt;br /&gt;
Note: as of version 1.01 of the toolset, upon first being installed the toolset will default to the &amp;quot;Demo&amp;quot; module when it can't find the previously-open module in the database. This script doesn't create the Demo module, so the toolset will give an error message and fail to run. To fix this, open the [[DefaultSettings.xml]] file in Dragon Age\tools and change&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;CampaignID&amp;gt;3&amp;lt;/CampaignID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;CampaignID&amp;gt;2&amp;lt;/CampaignID&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(CampaignID 2 is the Single Player module.)&lt;br /&gt;
&lt;br /&gt;
You'll then be able to start the toolset and change modules as you please.&lt;br /&gt;
&lt;br /&gt;
If you wish to attempt to import the core and single player campaign resources you can find a [[DADBDATA]] file containing them at [http://social.bioware.com/project/1331/#files].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
For international users (If Your sql server 2005 uses different database collations by default):&lt;br /&gt;
&lt;br /&gt;
When creating db_dragonage_content please remember to change collation from Your local one to:&lt;br /&gt;
&lt;br /&gt;
'''SQL_Latin1_General_CP1_CI_AS'''&lt;br /&gt;
 &lt;br /&gt;
this is the only collation that guarantees You that those .sql batch scripts will work properly.&lt;br /&gt;
&lt;br /&gt;
== Setting up SQL Express 2005 manually ==&lt;br /&gt;
&lt;br /&gt;
See [[Manual database installation]].&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
[[Installation troubleshooting]] has information for troubleshooting database issues that arise during installation, and that might also be applicable post-installation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creating_an_account/ru&amp;diff=19968</id>
		<title>Creating an account/ru</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creating_an_account/ru&amp;diff=19968"/>
				<updated>2022-02-01T16:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
{{rupage|Создание учётной записи Bioware|Основная информация}}&lt;br /&gt;
&lt;br /&gt;
== Создание учётной записи в социальной сети Bioware ==&lt;br /&gt;
&lt;br /&gt;
Чтобы редактировать страницы этой энциклопедии, чтобы создавать проекты и принимать участие в обсуждениях в [http://social.bioware.com социальной сети Bioware], вам необходимо создать учётную запись пользователя Bioware. Эта учётная запись вам также понадобится, чтобы скачать тулсет с его [http://social.bioware.com/toolset.php официальной страницы].&lt;br /&gt;
&lt;br /&gt;
Ниже выберите пункт, наиболее подходящий вам.&lt;br /&gt;
&lt;br /&gt;
=== У меня есть учётная запись на форумах Bioware (на основе имени пользователя) ===&lt;br /&gt;
&lt;br /&gt;
С помощью имеющейся учётной записи вы сможете войти в социальную сеть Bioware, но всё-таки потребуется указать дополнительные данные.&lt;br /&gt;
&lt;br /&gt;
* Пройдите по ссылке: http://social.bioware.com/login.php.&lt;br /&gt;
* Введите используемые на форумах BioWare логин и пароль.&lt;br /&gt;
* Следуйте инструкциям для завершения настройки своей учётной записи.&lt;br /&gt;
** Большая часть информации обнаружится и заполнится автоматически, включая отображаемое имя.&lt;br /&gt;
&lt;br /&gt;
В дальнейшем вы сможете входить в социальную сеть Bioware  используя адрес электронной почты и новый пароль, или же dfib cnfhst данные с форумов Bioware. Также вы сможете войти на старые форумы используя адрес электронной почты.&lt;br /&gt;
&lt;br /&gt;
=== У меня есть учётная запись на форумах Bioware (на основе адреса электронной почты) ===&lt;br /&gt;
&lt;br /&gt;
Этот вариант возможен, если на форумах вы зарегистрировались недавно. Во время регистрации вам должно было быть предложено создать учётную запись EA.&lt;br /&gt;
&lt;br /&gt;
* Пройдите по ссылке: http://social.bioware.com/login.php.&lt;br /&gt;
* Введите используемые на форумах BioWare адрес электронной почты и пароль. &lt;br /&gt;
* Следуйте инструкциям для завершения настройки своей учётной записи.&lt;br /&gt;
** Большая часть информации обнаружится и заполнится автоматически, без запроса.&lt;br /&gt;
&lt;br /&gt;
=== У меня есть учётные записи из Spore, Madden'07 и т.п. ===&lt;br /&gt;
&lt;br /&gt;
Если вы раньше создавали учётные записи EA через их игры (Spore, Madden'07), у вас должна быть учётная запись EA, позволяющая работать в социальной сети Bioware.&lt;br /&gt;
&lt;br /&gt;
* Пройдите по ссылке: http://social.bioware.com/login.php.&lt;br /&gt;
* Введите используемые адрес электронной почты и пароль вашей учётной записи EA.&lt;br /&gt;
* Следуйте инструкциям для завершения настройки своей учётной записи.&lt;br /&gt;
** Большая часть информации обнаружится и заполнится автоматически, без запроса.&lt;br /&gt;
&lt;br /&gt;
С помощью этой учётной записи вы также можете войти на наши старые форумы.&lt;br /&gt;
&lt;br /&gt;
=== У меня есть учётная запись &amp;quot;'''Extranet.bioware.com'''&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Учётный записи Extranet больше не используются. Перейдите к предыдущим пунктам, либо приступите к созданию новой учётной записи.&lt;br /&gt;
&lt;br /&gt;
=== У меня нет учётной записи ни на форумах BioWare, ни в EA ===&lt;br /&gt;
&lt;br /&gt;
* Пройдите по ссылке: http://social.bioware.com/signup.php.&lt;br /&gt;
* Следуйте инструкциям для создания новой учётной записи.&lt;br /&gt;
** Выберите отображаемое имя для сайта, оно должно быть уникальным.&lt;br /&gt;
&lt;br /&gt;
== Возможные проблемы ==&lt;br /&gt;
&lt;br /&gt;
* Если выяснится, что отображаемое имя пользователя уже используется и это ваше отображаемое имя с учётной записи с форумов Bioware, вы должны войти, используя данные с учётной записи на форумах Bioware, для подтверждения ваших прав.&lt;br /&gt;
&lt;br /&gt;
* Для получения дополнительной информации смотрите [http://social.bioware.com/help.php справку социальной сети Bioware].&lt;br /&gt;
&lt;br /&gt;
{{Languages|Creating an account}}&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creating_an_account&amp;diff=19967</id>
		<title>Creating an account</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creating_an_account&amp;diff=19967"/>
				<updated>2022-02-01T15:59:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Social site account ==&lt;br /&gt;
&lt;br /&gt;
In order to edit pages on this wiki or create projects on the main [http://social.bioware.com social website], you require a user account.  This user account is the same one used in the [[Main_Page|DA toolset]] as well as in the final Dragon Age game build.&lt;br /&gt;
&lt;br /&gt;
Choose the section below that most closely matches your situation.&lt;br /&gt;
&lt;br /&gt;
=== I have a BioWare forums account (username-based) ===&lt;br /&gt;
&lt;br /&gt;
BioWare forums accounts still work for authentication, but the new site requires a few additional details before you can proceed.&lt;br /&gt;
&lt;br /&gt;
* go to: http://social.bioware.com/login.php&lt;br /&gt;
* log in using your BioWare forums username and password&lt;br /&gt;
* follow the instructions to complete the setup of your account&lt;br /&gt;
** most of your personal details will be detected and filled in, including display name&lt;br /&gt;
&lt;br /&gt;
You will then be able to log in in future using either your email address and the new password you choose, or your old BioWare forums credentials.   You will also be able to log into our old forums sites using your email address.&lt;br /&gt;
&lt;br /&gt;
=== I have a BioWare forums account (email address-based) ===&lt;br /&gt;
&lt;br /&gt;
This should be the case if you created your BioWare forums account recently.  You should have been prompted to set up an EA account during that signup.&lt;br /&gt;
&lt;br /&gt;
* go to: http://social.bioware.com/login.php&lt;br /&gt;
* log in using your BioWare forums email address and password&lt;br /&gt;
* follow the instructions to complete the setup of your account&lt;br /&gt;
** most of your personal details will be detected and used automatically without prompting&lt;br /&gt;
&lt;br /&gt;
=== I have an EA account from Spore/etc ===&lt;br /&gt;
&lt;br /&gt;
If you have previously created an EA account through any recent EA game (i.e. Spore, Madden '07, etc), you already have a master account that will work &lt;br /&gt;
&lt;br /&gt;
* go to: http://social.bioware.com/login.php&lt;br /&gt;
* log in using your EA account email address and password&lt;br /&gt;
* follow the instructions to complete the setup of your account&lt;br /&gt;
** most of your personal details will be detected and used automatically without prompting&lt;br /&gt;
&lt;br /&gt;
You will also be able to log into our older forums websites using this account.&lt;br /&gt;
&lt;br /&gt;
=== I do not have either a BioWare forums account or an EA account ===&lt;br /&gt;
&lt;br /&gt;
* go to: http://social.bioware.com/signup.php&lt;br /&gt;
* follow the instructions to create your new account&lt;br /&gt;
** you will be prompted to choose a display name for the website; this must be unique.&lt;br /&gt;
&lt;br /&gt;
=== I have an extranet.bioware.com account ===&lt;br /&gt;
&lt;br /&gt;
Extranet accounts are no longer used.  Forget about it entirely and proceed as per one of the above sections.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
* if you are prompted that the display name is already in use, and it's your own BioWare forums account, you must enter your old BioWare forums password to confirm ownership.&lt;br /&gt;
&lt;br /&gt;
* See [http://social.bioware.com/help.php the Social Site help FAQ] for additional assistance.&lt;br /&gt;
&lt;br /&gt;
{{languages}}&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Console&amp;diff=19966</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Console&amp;diff=19966"/>
				<updated>2022-02-01T15:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Up in the View Menu other windows you will see one called &amp;quot;Console&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This is where you would enter console commands that allow the toolset to interact with the game engine. It is mostly (if not always) used when you have an area open in the Area Editor.&lt;br /&gt;
&lt;br /&gt;
The console commands were built to work with the game not the toolset but some of them do work with the toolset alone.&lt;br /&gt;
&lt;br /&gt;
Your toolset will crash when using some of them so make sure you save your work before trying them.&lt;br /&gt;
&lt;br /&gt;
== Using the console in-game ==&lt;br /&gt;
&lt;br /&gt;
The in-game console is normally not accessible. To enable it run the game with a command line parameter &amp;quot;-enabledeveloperconsole&amp;quot;. Then, when the game is running, press the tilde key (~) to bring up the console. This is a prompt in the upper left corner of the screen. The console was used extensively in development for debugging and testing purposes, but in the finished version of the game there's only one console command available; &amp;quot;runscript&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The runscript command does exactly as it says - it runs a script, given as a name typed after a space. So for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;runscript killallhostiles&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will cause the script named &amp;quot;killallhostiles&amp;quot; to be run.&lt;br /&gt;
&lt;br /&gt;
You can pass the script additional parameters if you like. These parameters will be stored in the [[module]] variable RUNSCRIPT_VAR. RUNSCRIPT_VAR is a simple string, your script will need to parse it itself.&lt;br /&gt;
&lt;br /&gt;
'''Caution:''' Using scripts like killallhostiles may break scripted plot situations, so you should avoid using it outside of custom content testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;runscript usespecificobject demo100pl_lever&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
calls the script &amp;quot;usespecificobject&amp;quot; and puts &amp;quot;demo100pl_lever&amp;quot; into the module RUNSCRIPT_VAR. The script can then call&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    string sParam = GetLocalString(GetModule(),&amp;quot;RUNSCRIPT_VAR&amp;quot;);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to retrieve it.&lt;br /&gt;
&lt;br /&gt;
If you need more than one parameter, pick a separator (a space is usually most appropriate) and split up the string in RUNSCRIPT_VAR appropriately. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    //parse out first parameter - the object to use.&lt;br /&gt;
    nSpaceLoc = FindSubString(sParam,&amp;quot; &amp;quot;);&lt;br /&gt;
    sTemp = SubString(sParam,0,nSpaceLoc);&lt;br /&gt;
    oDestination = GetObjectByTag(sTemp);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Console text is invisible in some game installs ==&lt;br /&gt;
&lt;br /&gt;
This problem is caused in some systems by the DVD's installer failing to install the fonts.erf file. Fonts.erf is included on the game disk, so you should be able to redo this part of the installation and properly install fonts.erf by running datasetup.exe manually (which is on the game disk in the &amp;quot;data&amp;quot; directory). This should not be an issue for Steam users since a different installer is involved in Steam installations.&lt;br /&gt;
&lt;br /&gt;
If you still have trouble obtaining fonts.erf from your installation, install the [http://social.bioware.com/page/da-character-creator Character Creator] and then copy fonts.erf from ''Dragon Age Origins Character Creator\packages\core\data''.&lt;br /&gt;
&lt;br /&gt;
Alternatively, install the free 7-zip program, right click on ''data\DataSetup.exe'', select ''7-Zip -&amp;gt; Open archive'', and then extract fonts.erf from ''$0&amp;quot;\packages\core\data\&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
You can also get the font from the [http://dragonagenexus.com/downloads/file.php?id=1110 Make CONSOLE commands visible] file.&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_support_ideas&amp;diff=19965</id>
		<title>Community support ideas</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_support_ideas&amp;diff=19965"/>
				<updated>2022-02-01T15:57:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately the team at BioWare that prepared the toolset for public use doesn't have enough resources to address every request or suggestion for improvement. The following is a collection of ideas for improvements that BioWare couldn't get to but that could quite possibly be done by community contributions instead.&lt;br /&gt;
&lt;br /&gt;
; Better, more consistent camera control settings: At BioWare the various different editors of the toolset are used by various different specialists, each focused on their own area of expertise. This has led to different camera controls schemes being used in the area and level editors, for example. The [[camera control]] schemes are set in the [[DefaultSettings.xml]] file. Community-contributed versions of DefaultSettings with more consistent control schemes would be most welcome, or perhaps even a third-party application to make it easier to edit camera controls without XML expertise.&lt;br /&gt;
&lt;br /&gt;
; Voice over management tools : BioWare was unable to release their [[voice over]] and [[localization]] software. The information needed for managing voice over work can be extracted from module [[talk table]]s; it would likely be very useful if there were some sort of application available to make recording VO for dialogue lines easier.&lt;br /&gt;
&lt;br /&gt;
; String ID migration tools : One of the knottier problems that the toolset has with [[builder to builder]] export and import is keeping [[string ID]] numbers from colliding. It frequently has to renumber string IDs as a result. The toolset is able to find and correct all of the string ID references used internally when it does this, but it is unable to automatically find and correct the filenames of voice over wav files and [[FaceFX]] files (these files include the string ID number in their filenames as a way of associating them with their respective lines). A log file is generated during the builder to builder process that records what string ID changes were done, an application that uses this log to rename files could be quite useful.&lt;br /&gt;
&lt;br /&gt;
; Other text tools : the ability to search and replace text in a module's talk table or in its scripts could be useful, especially if there are scripts that refer to specific string IDs (see string ID migration, above).&lt;br /&gt;
&lt;br /&gt;
; Model import tools : Due to legal constraints BioWare was unable to release the export scripts they used to turn 3DSMax models into the format the game uses. Third-party converters and plugins for 3DSMax or for other 3D modeling programs will be essential for full-blown content creation. See [[MMH]] and [[MSH]] for model file specifications.&lt;br /&gt;
&lt;br /&gt;
; Conflict detector : It should be relatively straightforward to extract a list of all the string IDs and [[resref]]s used by any given module. Given that, it should be possible to create an application to automatically compare a set of modules and determine if there are any conflicts between them.&lt;br /&gt;
&lt;br /&gt;
; Variable 2DA management : One of the major differences in how scripting functions between NWN and DA is that you need to pre-define [[local variable]]s in a variable [[2DA]] before they can be used. Changing this would require a major overhaul of how the engine works and so isn't really an option, but perhaps applications could be written to ease local variable management if it proves to be a long-term hassle. In theory one could perhaps scan through all the scripts in a module looking for local variable assignment functions and then try to automatically add the local variables used to local variable 2DAs.(One alternative to local variables can be found in the unlimited variable storage project[http://social.bioware.com/project/1787/]. With a single include file and a simple function call in your module script, you can have unlimited variable and array storage with no need to declare anything in a 2da.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Community feature suggestions]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=19964</id>
		<title>Chargenmorphcfg.xml</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Chargenmorphcfg.xml&amp;diff=19964"/>
				<updated>2022-02-01T15:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Chargenmorphcfg.xml is the configuration file for the in-game character creator. It dictates what head [[morph]] presets ([[MOP]]), hairstyles, beards, tattoos, makeup and colour tints (for skin, hair, etc.) are available as selectable options. It is located in &amp;lt;install directory&amp;gt;\packages\core\data\misc.erf&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
&lt;br /&gt;
The contents of the default file are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
﻿&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;morph_config&amp;gt;&lt;br /&gt;
    &amp;lt;heads&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;HF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;DF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EM_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;&lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P02.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P03.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P04.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P05.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P06.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P07.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_CPS_P08.mop&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;EF_PCC_B01.mop&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/heads&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;hairs&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;human_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hf_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_female&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;                           1&lt;br /&gt;
        &amp;lt;dwarf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;df_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_female&amp;gt;&lt;br /&gt;
        &amp;lt;elf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_blda_0&amp;quot; cut=&amp;quot;0234&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;em_har_hd4a_0&amp;quot; cut=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/elf_male&amp;gt;                             &lt;br /&gt;
        &amp;lt;elf_female&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_blda_0&amp;quot; cut=&amp;quot;02&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_ha4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hb4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hc4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd1a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd2a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd3a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;ef_har_hd4a_0&amp;quot; cut=&amp;quot;1&amp;quot;/&amp;gt;        &lt;br /&gt;
        &amp;lt;/elf_female&amp;gt;&lt;br /&gt;
    &amp;lt;/hairs&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;beards&amp;gt;&lt;br /&gt;
        &amp;lt;human_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;hm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/human_male&amp;gt;&lt;br /&gt;
        &amp;lt;dwarf_male&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b1a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b2a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b3a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b4a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b5a_0&amp;quot;/&amp;gt;&lt;br /&gt;
            &amp;lt;resource name=&amp;quot;dm_brd_b6a_0&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;/dwarf_male&amp;gt;      &lt;br /&gt;
    &amp;lt;/beards&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;hair_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name =&amp;quot;t3_har_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/hair_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skin_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_001&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_002&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_003&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_004&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_006&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_005&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_skn_007&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skin_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_ice&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_tea&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_grn&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_hzl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_amb&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_gry&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t3_eye_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;eyes_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_bl3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gn3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_gr3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_te3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mue_ye3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/eyes_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;blush_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_or3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mub_te3&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/blush_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;lip_makeup_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_bk3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_br3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pi3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_pu3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_re3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ro3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_ta3&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te1&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te2&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_mul_te3&amp;quot;/&amp;gt;                    &lt;br /&gt;
    &amp;lt;/lip_makeup_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;brow_stubble_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/brow_stubble_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;crew_cut_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_wht&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_bln&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbl&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_org&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_red&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_lbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_rbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_dbr&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;t1_stb_blk&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/crew_cut_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoo_colors&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLK&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRY&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_GRN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DGN&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_BLU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DBL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PUR&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DPU&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_RED&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_DRD&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_ORG&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_YEL&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;T1_TAT_PNK&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoo_colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;tattoos&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_av3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_da3_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw1_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_dw2_0t&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_tat_p01_0t&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/tattoos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;skins&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_fema_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_elfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_kida_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_masa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_dwfa_0d&amp;quot;/&amp;gt;&lt;br /&gt;
        &amp;lt;resource name=&amp;quot;uh_hed_quna_0d&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/skins&amp;gt;&lt;br /&gt;
&amp;lt;/morph_config&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;heads&amp;gt;==&lt;br /&gt;
This section defines all of the head morph presets for each race and gender. Additional custom presets can be appended to the relevant list. The MOP file should be placed in the Override folder.&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;hairs&amp;gt;==&lt;br /&gt;
This section defines the various hair meshes for each race and gender. As with morph presets, additional custom hair meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;beards&amp;gt;==&lt;br /&gt;
This section defines the various beard meshes for each race (males only). Additional custom beard meshes can be appended. The mesh files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;xxx_colors&amp;gt;==&lt;br /&gt;
These sections define the tint files ([[TNT]]) used for hair, skin, eye, makeup and tattoo colours. Additional custom tints can be appended. The [[TNT]] files should be placed in the Override folder. &lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;tattoos&amp;gt;==&lt;br /&gt;
This section appears to define the [[Texture_Formats#Tint_Map|tint maps]] used for facial tattoos. However, the files listed are not those actually used by the character creator. &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Thus, it is not possible to append or replace these with custom files.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; It would appear that tattoos are hardcoded or specified elsewhere and that this section is unused.&lt;br /&gt;
&lt;br /&gt;
At this time the only known method to achieve custom tattoos in the in-game character generator is either through the use of custom head morph presets or by overriding the default [[Texture_Formats#Tint_Map|tint maps]] (by placing a custom [[Texture_Formats#Tint_Map|tint map]] of the appropriate file name in the Override folder). If you wish to override the defaults, the races/origins that the [[Texture_Formats#Tint_Map|tint maps]] are used for are as follows:&lt;br /&gt;
&lt;br /&gt;
uh_pct_dc1_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pmt_001_0t.dds - Dwarf Commoner&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_dn1_0t.dds - Dwarf Noble&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h01_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_pct_h02_0t.dds - Human, Elf City/Mage&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed1_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed2_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed3_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
uh_tat_ed4_0t.dds - Elf Dalish&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Section &amp;lt;skins&amp;gt;==&lt;br /&gt;
This section defines the skin [[Texture_Formats#Diffuse_Map|diffuse maps]]. Custom skin textures for each head morph are achieved by blending two skin textures together in amounts adjusted via sliders. Where the specific combinations of these skins for each race and gender are specified is unknown. Possibly it is hardcoded. Because of this, appending additional skin [[Texture_Formats#Diffuse_Map|diffuse maps]] is unlikely to have any effect. They can be overridden however, as described previously for [[Texture_Formats#Tint_Map|tint maps]].&lt;br /&gt;
&lt;br /&gt;
=Mod Conflicts=&lt;br /&gt;
To avoid conflicts, there should only ever be one copy of chargenmorphcfg.xml in the Override folder. The game will ignore additional copies. A number of popular mods make edits to chargenmorphcfg.xml (e.g. Pineappletree's Vibrant Colors, Bidelle's Makeup Studio, CC Tints and Tones, More Hairstyles, etc.). If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. To avoid having to manually edit the file, Terra_Ex created a program called [http://social.bioware.com/project/2440/ CharGenMorph Compiler]. This tool will search for multiple instances of chargenmorphcfg.xml in the user's Override folder and condense them into a single file.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character generation]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Character_Save_Values&amp;diff=19963</id>
		<title>Character Save Values</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Character_Save_Values&amp;diff=19963"/>
				<updated>2022-02-01T15:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This page details character save game values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== File Locations ===&lt;br /&gt;
For savegame locations under Vista they are, by default under &amp;quot;&amp;lt;user's document directory&amp;gt;\\Bioware\\Dragon Age\\Characters\\&amp;lt;Name of the Character the save is for&amp;gt;\\&amp;lt;save slot&amp;gt;\\&amp;lt;savename&amp;gt;.das&amp;quot;. As the save name is part of the save file name (though not the folders) it should be pretty easy to find the proper folder name provided one named one's save something distinguishable.&lt;br /&gt;
&lt;br /&gt;
If you get an &amp;quot;Toolset out of memory&amp;quot;-error when trying to open your savegame there is a temporary unofficial workaround available [http://social.bioware.com/11689/blog/707/ here], if your system is equipped with 4+gb ram.&lt;br /&gt;
&lt;br /&gt;
=== Player Character Stats ===&lt;br /&gt;
Found under SAVEGAME_PLAYERCHAR-&amp;gt;SAVEGAME_PLAYERCHAR_CHAR-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;SAVEGAME_STATLIST&lt;br /&gt;
&lt;br /&gt;
For party members the same values should hold. Navigate to:&lt;br /&gt;
SAVEGAME_PARTYLIST-&amp;gt;SAVEGAME_PARTYPOOLMEMBERS-&amp;gt;&amp;lt;number&amp;gt;-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;SAVEGAME_STATLIST&lt;br /&gt;
&lt;br /&gt;
Note: The following values are recorded by the game in a FIFO order, meaning the moment the game needs to generate a specific key, it will do that.&lt;br /&gt;
This way you can have index X in position Y in one save, and in the other the same index X will be in position Z. While changing the keys, pay attention to the proper SAVEGAME_STATPROPERTY_INDEX and not the SAVEGAME_STATLIST index.[[File:STATPROPERTY INDEX.png|thumb|Correct Index]]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|'''STAT_PROPERTY_INDEX''' || '''Effect''' || '''Maximum Displayed Value'''&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Strength || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 2  || Dexterity || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Willpower || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Magic || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Cunning || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 6  || Constitution || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Health || N/A, Clipping Above 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Mana || N/A, Clipping Above 1000&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Attack || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 10  || Defense || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 11  || Armor || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 12  || Damage Scale (?) || 10&lt;br /&gt;
|-&lt;br /&gt;
| 13  || Spellpower Bonus || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 14  || Health Regen || 50&lt;br /&gt;
|-&lt;br /&gt;
| 15  || Level || 25&lt;br /&gt;
|-&lt;br /&gt;
| 16  || Melee Dodge % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 18  || AI Behaviour (aggressive/defensive tactics) (?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 19  || Experience Points || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 20  || Flanking Angle || Degrees&lt;br /&gt;
|-&lt;br /&gt;
| 21  || Melee Crit % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 22  || Deflect Missiles % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 23  || Ranged Crit % (?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 24  || Ranged Aim Speed (?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 27  || Character Class || 1 - Warrior, 2 - Mage, 3 - Rogue, 17 - Dog&lt;br /&gt;
|-&lt;br /&gt;
| 28  || Combat Health Regen || 20&lt;br /&gt;
|-&lt;br /&gt;
| 29  || Mana Regen || 50&lt;br /&gt;
|-&lt;br /&gt;
| 30  || Combat Mana Regen || 20&lt;br /&gt;
|-&lt;br /&gt;
| 32  || Mental Resistance || 100&lt;br /&gt;
|-&lt;br /&gt;
| 33  || Physical Resistance || 100&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Attribute Points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 35 || Skill points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 36 || Spell and Talent points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 37 || Background (Magi, Noble, etc) || 1 - Dalish (Elf Only), 2 - Commoner (Dwarf only), 3 - City (Elf Only), 4 - Magi, 5 - Noble (Dwarf or Human), 6 - Grey Warden (IN AWAKENING)&lt;br /&gt;
|-&lt;br /&gt;
| 38 || Specialization points || 2&lt;br /&gt;
|-&lt;br /&gt;
| 39  || + Melee Damage || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 40  || Reduced Hostility || Higher numbers equals faster decay in threat&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Fatigue || N/A, Negative values possible down to -25&lt;br /&gt;
|-&lt;br /&gt;
| 42  || Fire Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 43  || Cold Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 44  || Lightning Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 45  || Nature Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 46  || Spirit Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 49  || Off Hand Damage || -99 or -97 for characters without Dual Weapon Talents. Seen as 7.85625 on Leliana.&lt;br /&gt;
|-&lt;br /&gt;
| 50  || Estimated Damage Done || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 51  || Healing Received % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 52  || Resist Magic % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 53  || Armor Penetration || 100&lt;br /&gt;
|-&lt;br /&gt;
| 54  || Backstab/Melee Critical Damage || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 55  || Fire Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 56  || Spirit Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 57  || Cold Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 58  || Nature Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 59  || Lightning Damage modifier % || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values here can go above their displayed values, they simply are just not shown. Editing specialization points allows one to have more than 2 specializations. Having all 4 specializations seems to work, one can get all the spells/talents and all the icons display properly, however it is unknown if there are long term game effects.&lt;br /&gt;
&lt;br /&gt;
Note a: Available stat points max out at 100. Once you've spent all of them you'll need to enter the level up screen again in order to spend any left over.&lt;br /&gt;
b: Index 35 (skill points) only shows up when the save file already has an extra skill point/s.&lt;br /&gt;
&lt;br /&gt;
Typically the structure of the stat properties are:&lt;br /&gt;
* STRUCT value of ATTR&lt;br /&gt;
* SAVEGAME_STATPROPERTY_BASE, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_MODIFIER, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_INDEX, UINT16, ''value''&lt;br /&gt;
&lt;br /&gt;
For health/mana has an additional properties of:&lt;br /&gt;
* SAVEGAME_STATPROPERTY_CURRENT, FLOAT32, ''value''&lt;br /&gt;
** Current health of the PC/NPC&lt;br /&gt;
* SAVEGAME_STATPROPERTY_COMREGEN, INT32, ''value''&lt;br /&gt;
** Pointer to Combat Regen rate. Do not edit.&lt;br /&gt;
* SAVEGAME_STATPROPERTY_REGEN, INT32, ''value''&lt;br /&gt;
** Pointer to Regen rate. Do not edit.&lt;br /&gt;
&lt;br /&gt;
Attribute, Skill, Spell/Talent, Specialization Points have a structure of:&lt;br /&gt;
* STRUCT value of SMPL&lt;br /&gt;
* SAVEGAME_STATPROPERTY_BASE, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_INDEX, UINT16, ''value''&lt;br /&gt;
&lt;br /&gt;
=== Player Character Skills and Talents ===&lt;br /&gt;
&lt;br /&gt;
The lists of skills, talents and spells are found under:&amp;lt;br&amp;gt;&lt;br /&gt;
SAVEGAME_PLAYERCHAR-&amp;gt;SAVEGAME_PLAYERCHAR_CHAR-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And then:&lt;br /&gt;
:SAVEGAME_SPELLLIST for spells.&lt;br /&gt;
:SAVEGAME_TALENTLIST for talents.&lt;br /&gt;
:SAVEGAME_SKILLLIST for skills.&lt;br /&gt;
&lt;br /&gt;
Adding rogue or warrior talents to a mage is possible. However it is necessary to first add the proper class to gain access to the talent tree and talent wanted.&amp;lt;br&amp;gt;&lt;br /&gt;
E.g. to add ‘Dual-Weapon Mastery’ the rogue or warrior class will first have to be added. Talent-id 4020 (rogue) or 4022 (warrior). Then all the prerequisites: talent-id 6 (Dual-Weapon Training), 8 (Dual-Weapon Finesse) and 5 (Dual-Weapon Expert). Finally the Dual-Weapon Mastery’ talent can be added (talent-id 3036) and the mage can now dual wield main hand weapons.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tier 1''' || '''Value''' || '''Tier 2''' || '''Value''' || '''Tier 3''' || '''Value''' || '''Tier 4''' || '''Value '''&lt;br /&gt;
|-  	            &lt;br /&gt;
| Coercion || 100011 || Improved Coercion || 100012 || Expert Coercion || 100013 || Master Coercion || 100014 	&lt;br /&gt;
|- &lt;br /&gt;
| Stealing || 100021 || Improved Stealing || 100022 || Expert Stealing || 100023 || Master Stealing || 100024	&lt;br /&gt;
|- &lt;br /&gt;
| Trap-Making || 100041 || Improved Trap-Making || 100042 || Expert Trap-Making || 100043 || Master Trap-Making || 100044 	 		 	&lt;br /&gt;
|- &lt;br /&gt;
| Survival || 100051 || Improved Survival || 100052 || Expert Survival || 100053 || Master Survival || 100054	 	 	&lt;br /&gt;
|- &lt;br /&gt;
| Herbalism || 100061 || Improved Herbalism || 100062 || Expert Herbalism || 100063 || Master Herbalism || 100064 	&lt;br /&gt;
|- &lt;br /&gt;
| Poison-Making || 100071 || Improved Poison-Making || 100072 || Expert Poison-Making || 100073 || Master Poison-Making || 100074 	&lt;br /&gt;
|- &lt;br /&gt;
| Combat Training || 100100 || Improved Combat Training || 100101 || Expert Combat Training || 100102 || Master Combat Training || 100103 	&lt;br /&gt;
|- &lt;br /&gt;
| Combat Tactics || 100110 || Improved Combat Tactics || 100111 || Expert Combat Tactics || 100112 || Master Combat Tactics || 100113 	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
&lt;br /&gt;
* Main: 4023&lt;br /&gt;
*'''Specializations'''&lt;br /&gt;
** Blood Mage: 4017&lt;br /&gt;
** Shapeshifter: 4018&lt;br /&gt;
** Arcane Warrior: 4012&lt;br /&gt;
** Spirit Healer: 4025&lt;br /&gt;
*'''Mage Normal'''&lt;br /&gt;
** Arcane Bolt: 200254&lt;br /&gt;
** Arcane Shield: 200255&lt;br /&gt;
** Staff Focus: 200256&lt;br /&gt;
** Arcane Mastery: 200257&lt;br /&gt;
*'''Blood Mage'''&lt;br /&gt;
** Blood Magic: 10700&lt;br /&gt;
** Blood Sacrifice: 10701&lt;br /&gt;
** Blood Wound: 10702&lt;br /&gt;
** Blood Control: 10703&lt;br /&gt;
*'''Arcane Warrior'''&lt;br /&gt;
** Combat Magic: 17023&lt;br /&gt;
** Aura of Might: 17020&lt;br /&gt;
** Shimmering Shield: 17022&lt;br /&gt;
** Fade Shroud: 17021&lt;br /&gt;
*'''Shapeshifter'''&lt;br /&gt;
** Spider Shape: 17008&lt;br /&gt;
** Bear Shape: 17010&lt;br /&gt;
** Flying Swarm: 17007&lt;br /&gt;
** Master Shapeshifter: 17009&lt;br /&gt;
*'''Spirit Healer'''&lt;br /&gt;
** Group Heal: 10509&lt;br /&gt;
** Revival: 10504&lt;br /&gt;
** Lifeward: 10506&lt;br /&gt;
** Cleansing Aura: 10507&lt;br /&gt;
*'''Primal'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Flame Blast: 10001&lt;br /&gt;
*** Flaming Weapons: 10204&lt;br /&gt;
*** Fireball: 10003&lt;br /&gt;
*** Inferno: 10002&lt;br /&gt;
** Line II&lt;br /&gt;
*** Rock Armor: 11002&lt;br /&gt;
*** Stonefist: 12004&lt;br /&gt;
*** Earthquake: 11116&lt;br /&gt;
*** Petrify: 11124&lt;br /&gt;
** Line III&lt;br /&gt;
*** Winter's Grasp: 13001&lt;br /&gt;
*** Frost Weapons: 11007&lt;br /&gt;
*** Cone of Cold: 13002&lt;br /&gt;
*** Blizzard: 13000&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Lightning: 14001&lt;br /&gt;
*** Shock: 14000&lt;br /&gt;
*** Tempest: 14002&lt;br /&gt;
*** Chain Lightning: 10211&lt;br /&gt;
*'''Creation'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Heal: 10104&lt;br /&gt;
*** Rejuvenate: 10200&lt;br /&gt;
*** Regeneration: 10210&lt;br /&gt;
*** Mass Rejuvenation: 10207&lt;br /&gt;
** Line II&lt;br /&gt;
*** Heroic Offense: 10206&lt;br /&gt;
*** Heroic Aura: 10202&lt;br /&gt;
*** Heroic Defense: 10203&lt;br /&gt;
*** Haste: 10208&lt;br /&gt;
** Line III&lt;br /&gt;
*** Glyph of Paralysis: 11001&lt;br /&gt;
*** Glyph of Warding: 10601&lt;br /&gt;
*** Glyph of Repulsion: 17000&lt;br /&gt;
*** Glyph of Neutralization: 17028&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Spell Wisp: 11006&lt;br /&gt;
*** Grease: 11113&lt;br /&gt;
*** Spellbloom: 11005&lt;br /&gt;
*** Stinging Swarm: 12008&lt;br /&gt;
*'''Spirit'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Spell Shield: 10400&lt;br /&gt;
*** Dispel Magic: 10401&lt;br /&gt;
*** Anti-Magic Ward: 10900&lt;br /&gt;
*** Anti-Magic Burst: 11003&lt;br /&gt;
** Line II&lt;br /&gt;
*** Mana Drain: 10704&lt;br /&gt;
*** Mana Cleanse: 11004&lt;br /&gt;
*** Spell Might: 17001&lt;br /&gt;
*** Mana Clash: 11000&lt;br /&gt;
** Line III&lt;br /&gt;
*** Walking Bomb: 12005&lt;br /&gt;
*** Death Syphon: 10500&lt;br /&gt;
*** Virulent Walking Bomb: 12011&lt;br /&gt;
*** Animate Dead: 10508&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Mind Blast: 12006&lt;br /&gt;
*** Force Field: 17019&lt;br /&gt;
*** Telekinetic Weapons: 10209&lt;br /&gt;
*** Crushing Prison: 11123&lt;br /&gt;
*'''Entropy'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Weakness: 11106&lt;br /&gt;
*** Paralyze: 11107&lt;br /&gt;
*** Miasma: 11122&lt;br /&gt;
*** Mass Paralysis: 11110&lt;br /&gt;
** Line II&lt;br /&gt;
*** Vulnerability Hex: 11112&lt;br /&gt;
*** Affliction Hex: 11111&lt;br /&gt;
*** Misdirection Hex: 11114&lt;br /&gt;
*** Death Hex: 11100&lt;br /&gt;
** Line III&lt;br /&gt;
*** Disorient: 11115&lt;br /&gt;
*** Horror: 11108&lt;br /&gt;
*** Sleep: 11121&lt;br /&gt;
*** Walking Nightmare: 11109&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Drain Life: 15002&lt;br /&gt;
*** Death Magic: 17002&lt;br /&gt;
*** Curse of Mortality: 11101&lt;br /&gt;
*** Death Cloud: 15003&lt;br /&gt;
&lt;br /&gt;
====Warrior====&lt;br /&gt;
* Main: 4022&lt;br /&gt;
* '''Specializations'''&lt;br /&gt;
** Champion: 4013&lt;br /&gt;
** Templar: 4021&lt;br /&gt;
** Berserker: 4016&lt;br /&gt;
** Reaver: 4019&lt;br /&gt;
** Spirit Warrior: 401000&lt;br /&gt;
** Guardian: 401001&lt;br /&gt;
* '''Champion'''&lt;br /&gt;
** War Cry: 3037&lt;br /&gt;
** Rally: 3038&lt;br /&gt;
** Motivate: 42&lt;br /&gt;
** Superiority: 3039&lt;br /&gt;
* '''Templar'''&lt;br /&gt;
** Righteous Strike: 23&lt;br /&gt;
** Cleanse Area: 3017&lt;br /&gt;
** Mental Fortress: 52&lt;br /&gt;
** Holy Smite: 25&lt;br /&gt;
* '''Berserker'''&lt;br /&gt;
** Berserk: 700&lt;br /&gt;
** Resilience: 48&lt;br /&gt;
** Constraint: 3006&lt;br /&gt;
** Final Blow: 3009&lt;br /&gt;
* '''Reaver'''&lt;br /&gt;
** Devour: 3065&lt;br /&gt;
** Frightening Appearance: 3066&lt;br /&gt;
** Aura of Pain: 3067&lt;br /&gt;
** Blood Frenzy: 713&lt;br /&gt;
* '''Spirit Warrior'''&lt;br /&gt;
** Beyond the Veil: 401100&lt;br /&gt;
** Soulbrand: 401101&lt;br /&gt;
** Fade Burst: 401102&lt;br /&gt;
** Blessing of the Fade: 401103&lt;br /&gt;
* '''Guardian'''&lt;br /&gt;
** Guardian's Shield: 401110&lt;br /&gt;
** Fortifying Presence: 401111&lt;br /&gt;
** Master Guardian : 401112&lt;br /&gt;
** Aura of the Stalwart Defender: 401113&lt;br /&gt;
* '''Warrior Base'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Powerful: 14&lt;br /&gt;
*** Threaten: 808&lt;br /&gt;
*** Bravery: 17&lt;br /&gt;
*** Deathblow: 3021&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Precise Striking: 19&lt;br /&gt;
*** Taunt: 3041&lt;br /&gt;
*** Disengage: 3016&lt;br /&gt;
*** Perfect Striking: 20&lt;br /&gt;
* '''Weapon &amp;amp; Shield'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Shield Bash: 617&lt;br /&gt;
*** Shield Pummel: 1&lt;br /&gt;
*** Overpower: 3073&lt;br /&gt;
*** Assault: 38&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Shield Defense: 704&lt;br /&gt;
*** Shield Balance: 37&lt;br /&gt;
*** Shield Wall: 12&lt;br /&gt;
*** Shield Expertise: 36&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Shield Block: 3074&lt;br /&gt;
*** Shield Cover: 13&lt;br /&gt;
*** Shield Tactics: 3030&lt;br /&gt;
*** Shield Mastery: 2&lt;br /&gt;
* '''Two Handed'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Pommel Strike: 3024&lt;br /&gt;
*** Indomitable: 28&lt;br /&gt;
*** Stunning Blows: 3000&lt;br /&gt;
*** Critical Strike: 3&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Sunder Arms: 3025&lt;br /&gt;
*** Shattering Blows: 3001&lt;br /&gt;
*** Sunder Armor: 4&lt;br /&gt;
*** Destroyer: 3032&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Mighty Blow: 3028&lt;br /&gt;
*** Powerful Swings: 718&lt;br /&gt;
*** Two-Handed Strength: 27&lt;br /&gt;
*** Two-Handed Sweep: 3031&lt;br /&gt;
&lt;br /&gt;
====Rogue====&lt;br /&gt;
* Main: 4020&lt;br /&gt;
* '''Specializations'''&lt;br /&gt;
** Assassin: 4014 &lt;br /&gt;
** Bard: 4015&lt;br /&gt;
** Ranger: 4029&lt;br /&gt;
** Duelist: 4030&lt;br /&gt;
'''Dragon Age: Origins - Awakening'''&lt;br /&gt;
** Legionnaire Scout: 401004&lt;br /&gt;
** Shadow: 401005&lt;br /&gt;
* '''Assassin'''&lt;br /&gt;
** Mark of Death: 3060&lt;br /&gt;
** Exploit Weakness: 56&lt;br /&gt;
** Lacerate: 3059&lt;br /&gt;
** Feast of the Fallen: 3058&lt;br /&gt;
* '''Duelist'''&lt;br /&gt;
** Dueling: 709&lt;br /&gt;
** Upset Balance: 3050&lt;br /&gt;
** Keen Defense: 3049&lt;br /&gt;
** Pinpoint Strike: 3051&lt;br /&gt;
* '''Bard'''&lt;br /&gt;
** Song of Valor: 3045&lt;br /&gt;
** Distraction: 701&lt;br /&gt;
** Song of Courage: 705&lt;br /&gt;
** Captivating Song: 1000&lt;br /&gt;
* '''Ranger'''&lt;br /&gt;
**Summon Wolf: 1004&lt;br /&gt;
**Summon Bear: 91&lt;br /&gt;
**Summon Spider: 93&lt;br /&gt;
**Master Ranger:92&lt;br /&gt;
'''Dragon Age: Origins - Awakening'''&lt;br /&gt;
* '''Legionnaire Scout'''&lt;br /&gt;
**Mark of the Legion: 401300&lt;br /&gt;
**Strength of Stone: 401301&lt;br /&gt;
**Endure Hardship: 401302 &lt;br /&gt;
**Blessing of the Ancestors: 401303&lt;br /&gt;
* '''Shadow'''&lt;br /&gt;
**Shadow Form: 401310&lt;br /&gt;
**Decoy: 401311&lt;br /&gt;
**Shadow Striking: 401312&lt;br /&gt;
**Pandemonium: 401313&lt;br /&gt;
* '''Rogue Normal'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Dirty Fighting: 603&lt;br /&gt;
*** Combat Movement: 21&lt;br /&gt;
*** Coup de Grace: 3002&lt;br /&gt;
*** Feign Death: 3023&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Below the Belt: 3026&lt;br /&gt;
*** Deadly Strike: 708&lt;br /&gt;
*** Lethality: 777&lt;br /&gt;
*** Evasion: 3069&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Deft Hands: 100001&lt;br /&gt;
*** Improved Tools: 100002&lt;br /&gt;
*** Mechanical Expertise: 100003&lt;br /&gt;
*** Device Mastery: 100004&lt;br /&gt;
** Line 4&lt;br /&gt;
*** Stealth: 100075&lt;br /&gt;
*** Stealthy Item Use: 100076&lt;br /&gt;
*** Combat Stealth: 100077&lt;br /&gt;
*** Master Stealth: 100078&lt;br /&gt;
** Line 5 (Dragon Age: Origins - Awakening)&lt;br /&gt;
*** Heartseeker: 400200&lt;br /&gt;
*** Ghost: 400201&lt;br /&gt;
*** Weak Points: 400202&lt;br /&gt;
*** Flicker: 400203&lt;br /&gt;
* '''Dual Weapon'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Dual-Weapon Training: 6&lt;br /&gt;
*** Dual-Weapon Finesse: 8&lt;br /&gt;
*** Dual-Weapon Expert: 5&lt;br /&gt;
*** Dual-Weapon Mastery: 3036&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Dual Striking: 11&lt;br /&gt;
*** Riposte: 9&lt;br /&gt;
*** Cripple: 10&lt;br /&gt;
*** Punisher: 7&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Dual-Weapon Sweep: 3044&lt;br /&gt;
*** Flurry: 3035&lt;br /&gt;
*** Momentum: 717&lt;br /&gt;
*** Whirlwind: 3043&lt;br /&gt;
** Line 4 (Dragon Age: Origins - Awakening)&lt;br /&gt;
*** Twin Strikes: 402100&lt;br /&gt;
*** Find Vitals: 402101&lt;br /&gt;
*** Low Blow: 402102&lt;br /&gt;
*** Unending Fury: 402103&lt;br /&gt;
* '''Archery'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Melee Archer: 34&lt;br /&gt;
*** Aim: 500&lt;br /&gt;
*** Defensive Fire: 33&lt;br /&gt;
*** Master Archer: 35&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Pinning Shot: 803&lt;br /&gt;
*** Crippling Shot: 805&lt;br /&gt;
*** Critical Shot: 804&lt;br /&gt;
*** Arrow of Slaying: 802&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Rapid Shot: 3071&lt;br /&gt;
*** Shattering Shot: 3072&lt;br /&gt;
*** Suppressing Fire: 801&lt;br /&gt;
*** Scatter Shot: 800&lt;br /&gt;
** Line 4 (Dragon Age: Origins - Awakening)&lt;br /&gt;
*** Accuracy: 402000&lt;br /&gt;
*** Arrow Time: 402001&lt;br /&gt;
*** Burst Shot: 402002&lt;br /&gt;
*** Rain of Arrows: 402003&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=19962</id>
		<title>Bug:Leliana's head morph has her eyes in her mouth</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Bug:Leliana%27s_head_morph_has_her_eyes_in_her_mouth&amp;diff=19962"/>
				<updated>2022-02-01T15:56:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
*'''Version found:''' N/A &amp;lt;!-- put the version number of your toolset here --&amp;gt;&lt;br /&gt;
*'''Status:''' Open&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- Describe the bug here including as many details as possible. What situations trigger it and what effects it causes are the most important. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The head morph for Leliana, available at [http://social.bioware.com/project/1331/], has her eyes tucked down inside her mouth. This is caused by the &amp;quot;unique shape&amp;quot; slider for Leliana.&lt;br /&gt;
&lt;br /&gt;
The uem_chf_05a_0.mmh file had duplicated node data for the mshh entry.  While all of the other MMH files for the unique shapes have only six nodes, the Leliana one has seven.  The sixth and seventh nodes are duplicates.  For whatever reason, all of the other unique shapes had their mesh labeled EyesM1, but only the Leliana one had EyesM2.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
&amp;lt;!-- if you know of any ways to work around the bug describe them here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This project has some files created by EJ42 that fixes the problem and allows Leliana's head morph to be modified normally: [http://social.bioware.com/project/1703/]&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Bug:_missing_talktables&amp;diff=19961</id>
		<title>Bug: missing talktables</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Bug:_missing_talktables&amp;diff=19961"/>
				<updated>2022-02-01T15:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
*'''Version found:''' 1.01&lt;br /&gt;
*'''Status:''' Open&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
If you are creating new resources with appropriate entries within the string editor, your exported talktable will not get recognized because your resources won't get flagged right. This means that the ID entries of your talktable are not overwriting the text you entered inside the toolset. That's not so important for all english speaking natives but for foreigners who are using special symbols in their alphabet. These letters are not displayed right without functional talktables. To avoid this you have to use an external tool anakin5 provided.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
Just use the tool, drag'n drop your file(s) at the executable and you're done.&lt;br /&gt;
[http://social.bioware.com/project/1586/#files]&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Art_Resources&amp;diff=19960</id>
		<title>Art Resources</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Art_Resources&amp;diff=19960"/>
				<updated>2022-02-01T15:43:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
{{MarkedForReview}}&lt;br /&gt;
Art Resources are all Art created and stored in the Dragon Age file system. Creators of world maps will need Art Resources to shape them with Models, while creators of face morphs need Models of Faces. With that ,they are also creating Art Resources.&lt;br /&gt;
This is Part of the [[Art]] Category.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Art Resources are the part of the Game which is what you hear and see. However the properties of each of the things is not. What they are instead is a property of a [[Designer Resources|Designer Resource]]. A sword, which is a [[Designer Resources|Designer Resource]], for example has attack properties, and another of these properties tell which [[Model]] it uses.&lt;br /&gt;
&lt;br /&gt;
Art Resources are almost solely required by [[Designer Resources]], and as such do not make its way into the Game directly.&lt;br /&gt;
&lt;br /&gt;
Any Resource is stored in the Dragon Age file systems [[ERF]] files. They are created by external Tools and the Dragon Age Toolset, by multiple ways. The most common and diverse Resource is that of [[Model|Models]].&lt;br /&gt;
The file name Scheme for Resources follows a general [[Naming conventions|naming structure]], due to its Amount and easier Management. It is also split into many [[ERF]] Files for different kinds of Resources.&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
[[ERF]] files for Dragon Age are stored in the folder and sub-folders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Dragon Age Install Directory]\packages\core\&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Browsing the [[ERF]] files supplied with the toolset&lt;br /&gt;
* [[List of file types]]&lt;br /&gt;
&lt;br /&gt;
== Modding and Creating ==&lt;br /&gt;
&lt;br /&gt;
When talking Art Resources, its creation requires mostly knowing only about the resource type in question. Anything about creation, exporting, formats is explained for each on their own. &lt;br /&gt;
&lt;br /&gt;
A common activity in modding is overriding existing Art Resources. This is the process of recreating a special type and mimicking the file name of the original, so that the [[Designer Resources|Designer Resource]] ,or anything that previously read that File, will now pick the modded one. Art Resources, along with [[2DA|2DA Resources]], need to be manually arranged into the file system. This is normally an Override Folder of some sort, and those Resources are initially stored as single Files. &lt;br /&gt;
&lt;br /&gt;
Generally, the Game and the Toolset reads multiple override Folders [[Source directory priorities|after a list of priorities]], so it would not matter. However when the Art Resource should be integrated into a [[Module|custom module]], it should be placed alongside the override folder of that [[Module]]. The reason is that the Toolset creates [[DAZIP]] files ([[Builder to player]] installable packages) where you select which folder to integrate. Thus the Resources needed for the [[Module]] should not be scattered around the file system.&lt;br /&gt;
&lt;br /&gt;
Only the [[Builder to player]] functionality packs those Resources into [[ERF|ERF Files]] again.&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Tutorials]]''&lt;br /&gt;
&lt;br /&gt;
== Resource Types ==&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[Model]]''&lt;br /&gt;
&lt;br /&gt;
=== Materials / Textures / Tints ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[Material editor]]''&lt;br /&gt;
&lt;br /&gt;
In closer relation to Models see Article: [[Model]]&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[Animation blend tree editor]]''&lt;br /&gt;
&lt;br /&gt;
=== Morphs ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[Morph]]''&lt;br /&gt;
&lt;br /&gt;
Face morphs, are generated with the face-morphing tool.&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the morphs in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
=== FaceFX ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[FaceFX]]''&lt;br /&gt;
&lt;br /&gt;
Handles facial expressions and lip-synching.&lt;br /&gt;
&lt;br /&gt;
=== Visual effects ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article : [[VFX editor]]''&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the visual effects in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article : [[Sound and music]]''&lt;br /&gt;
&lt;br /&gt;
=== Level/Area layouts  ===&lt;br /&gt;
&lt;br /&gt;
: ''See Main Article: [[Level editor]]''&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the level layouts in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
Note that [[level]]s and [[area layout]]s are are distinct from [[area]]s created in the [[Area editor]]&lt;br /&gt;
&lt;br /&gt;
See also the [[Area layout visual index]] for an image of each area layout included with the Toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Art&amp;diff=19959</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Art&amp;diff=19959"/>
				<updated>2022-02-01T15:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
{{MarkedForReview}}&lt;br /&gt;
Game Art in general is created via various external Applications, [[3rd_party_extensions]] ,and with the Dragon Age Toolset. Which you will need depends only on the type of Resource.&lt;br /&gt;
&lt;br /&gt;
Sound and Music is covered in the Article: [[Sound and music]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Overview.png|right|]]&lt;br /&gt;
&lt;br /&gt;
Creating content to be usable with the Toolset can probably be separated into 2 fields. That is the actual Resource type, and telling the Toolset about it. &lt;br /&gt;
&lt;br /&gt;
For example a Model in itself is only a set of files, while 2DA's assign ID's and kind of like a place in the &amp;quot;Shelf&amp;quot; which is what you are seeing in the Toolset. Otherwise it would not be able to tell what a given Model is supposed to be. Furthermore, the Toolset will get to know Properties once it knows which kind of Model it is.&lt;br /&gt;
&lt;br /&gt;
* Art Resources are the Files that exist in the file system.&lt;br /&gt;
* Two-dimensional Arrays ([[2DA|2DA's]]) are compiled Excel Tables, containing various Data about the Resources.&lt;br /&gt;
&lt;br /&gt;
Art Resources are, with the exception of Level layouts, only indirectly linked to what you see in game. A Model has to be applied to a Item, a Face morph to a NPC, etc. This whole Art category ends for the most part once the Resources are available to be used in the Toolset. Anything you make with the art resources there is a matter of [[Design]].&lt;br /&gt;
&lt;br /&gt;
The diagram illustrates the general outline of how each of these types of resource is edited, processed, and used by the game.&lt;br /&gt;
&lt;br /&gt;
== Module Foundation ==&lt;br /&gt;
&lt;br /&gt;
:''See Main Article: [[Module]]''&lt;br /&gt;
&lt;br /&gt;
Resources are not created into the blue, as each has to be created on top of a so called Module. Art Resources and 2DAs are not directly tied to a Module, however they are referenced by Designer Resources which instead are. When creating an installable package, an Resources has to be present in the correct Modules override folder. There are multiple Override Folders which the Game reads, however it is important to choose the correct one for the Module to be separated and Toolset functions to work later on.&lt;br /&gt;
&lt;br /&gt;
* Art Resources and 2DA Files have to be placed into the Modules directory by hand.&lt;br /&gt;
* The Toolset is responsible for exporting Designer Resources out of the Database into the corresponding Module directory.&lt;br /&gt;
&lt;br /&gt;
== Art Resources ==&lt;br /&gt;
&lt;br /&gt;
:''See Main Article: [[Art Resources]]''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need clarification, is it Art or Design Resources? Need clear separation, and an Article about it but nobody does so :P --&amp;gt;&lt;br /&gt;
&amp;lt;!-- However the Design Section titles that basics are already created, yet its contents go into i.e. texture creation, this is a mess! --&amp;gt;&lt;br /&gt;
Art Resources are all Art created and stored into the Dragon Age file system. Creators of world maps will need Art Resources to shape them with Models, while creators of face morphs need models of faces. With that, they are also creating Art Resources.&lt;br /&gt;
&lt;br /&gt;
Art Resources include the following, but not exclusively:&lt;br /&gt;
&lt;br /&gt;
* [[Animation blend tree editor|Animations]]&lt;br /&gt;
* [[Model|Models]]&lt;br /&gt;
* [[Sound and music|Sounds and Music]]&lt;br /&gt;
* [[Morph|Morphs]]&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
Any Art Resource is also made available to the Game Design Process, where Game Designers create [[Designer Resources]] like Characters.&lt;br /&gt;
&lt;br /&gt;
=== Models (Art Resource) ===&lt;br /&gt;
&amp;lt;!-- Adding this here because its a big topic. Main topic should stay under Art Resources --&amp;gt;&lt;br /&gt;
: ''See Main Article: [[Model]]''&lt;br /&gt;
&lt;br /&gt;
Models are the smallest Pieces in Art Creation, that make up any visible Entity in the Game, consolidated into the complete visible appearance of the Gameworld by the Worlddesigner. &lt;br /&gt;
&lt;br /&gt;
Walls, Houses, Creatures are all made up of one or multiple Models. They are as such 3d Meshes, created using external modelling Applications, which export them into a gamereadable Format.&lt;br /&gt;
&lt;br /&gt;
=== Level/Area layouts (Art Resource) ===&lt;br /&gt;
&amp;lt;!-- Adding this here because its a big topic. Main topic should stay under Art Resources --&amp;gt;&lt;br /&gt;
:''See Main Article: [[Level editor]]''&lt;br /&gt;
&lt;br /&gt;
Level layouts (also called Area layouts) are another Art Resource in itself. They are a simple world Design, that includes nothing more than wide Terrain with Trees, Lakes, Bridges, and pratically a playground where any game can take place. Dragon Age play-areas are based on such Layouts. &lt;br /&gt;
&lt;br /&gt;
Models is what makes up a layout for the most Part. Terrain, Lakes, and Weather are however unique to the Level Editor and can only be created with it.&lt;br /&gt;
&lt;br /&gt;
Note that Level layouts are non interactive. Interactive Areas are build based on these layouts, and described in the Article [[Area]].&lt;br /&gt;
&lt;br /&gt;
== Two-dimensional Arrays ==&lt;br /&gt;
: ''See Main Article: [[2DA]]''&lt;br /&gt;
&lt;br /&gt;
2DA's contain various Data not only for Art Resources, but for the whole game as well. 2DA's are packed into [[GDA]] [[List of file types|file type]], which are generated from XLS (Excel) files. The original XLS files supplied with the Toolset can be found in:&lt;br /&gt;
&amp;lt;pre&amp;gt;[Dragon Age install directory]\tools\source\2da&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For converting XLS files into GDA files, see [[compiling 2DAs]].&lt;br /&gt;
&lt;br /&gt;
== Art sources for the Single Player campaign ==&lt;br /&gt;
&lt;br /&gt;
Many Art Resources are processed and binarized, therefore not in the final product in its source form. &lt;br /&gt;
&lt;br /&gt;
For size reasons the sources for the levels, head morphs, and visual effects projects used in the Single Player campaign were not included with the toolset installer. You can find these available for download at [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Category:Articles_containing_BioWare_Social_Network_links&amp;diff=19958</id>
		<title>Category:Articles containing BioWare Social Network links</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Category:Articles_containing_BioWare_Social_Network_links&amp;diff=19958"/>
				<updated>2022-02-01T15:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Created page with &amp;quot;Articles in this category contain links to the now-defunct BioWare Social Network, which need to be updated.  Place articles here by using the &amp;lt;nowiki&amp;gt;{{BSN link}}&amp;lt;/nowiki&amp;gt; te...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Articles in this category contain links to the now-defunct BioWare Social Network, which need to be updated.&lt;br /&gt;
&lt;br /&gt;
Place articles here by using the &amp;lt;nowiki&amp;gt;{{BSN link}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
[[Category:Maintenance]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19957</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19957"/>
				<updated>2022-02-01T15:37:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
&lt;br /&gt;
6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
&lt;br /&gt;
Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
&lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT! Instead before creeating create different folder with the same name toolsetexport and keep there all you level files and custom level models. Keep also all your custom model armor and items in new folder override. After that create Builder to Player withou these files and look for next step'''&lt;br /&gt;
&lt;br /&gt;
7) [https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
'''SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:'''&lt;br /&gt;
&lt;br /&gt;
* Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
&lt;br /&gt;
* There should already be a “data” folder. If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course). Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
&lt;br /&gt;
* Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
&lt;br /&gt;
'''SOME NOTES:'''&lt;br /&gt;
&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
&lt;br /&gt;
'''ON TARGET SYSTEM:'''&lt;br /&gt;
&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
8- Done. You module is ready to play.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Bug: Bulder to Player with new level issue]] - description of the bug.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project, if you wish to modify the layouts in the [[level editor]].&lt;br /&gt;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=19956</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=19956"/>
				<updated>2022-02-01T15:36:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files]&lt;br /&gt;
&lt;br /&gt;
or alternatively use&lt;br /&gt;
&lt;br /&gt;
Allstar's GUI interface for Tazpn's Command Line Tools [http://social.bioware.com/project/1060/]&lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as a *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.[[mmh]].xml&lt;br /&gt;
&lt;br /&gt;
• *.[[msh]].xml&lt;br /&gt;
&lt;br /&gt;
• *.[[mao]]&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it. If you do this, don't forget to change the reference in the *.mmh.xml file!&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding it to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Copy all the files (*.msh, *.mmh, *.phy, *.dds, *.mao) to &amp;quot;\Dragon Age\packages\core\override\&amp;quot;.&lt;br /&gt;
Optionally you can pack it into an *.[[erf]] file. The [[builder to player]] packaging process can package up these files into an erf for you in the process of creating a [[dazip]] installable file.&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so. See [[ItemVariations.xls]].&lt;br /&gt;
&lt;br /&gt;
If you did nothing wrong up till now, you should be able to use it in the Toolset by now.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=3rd_party_extensions&amp;diff=19955</id>
		<title>3rd party extensions</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=3rd_party_extensions&amp;diff=19955"/>
				<updated>2022-02-01T15:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: BSN link flagged for maintenance - using AWB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BSN link}}&lt;br /&gt;
&lt;br /&gt;
List 3rd party extensions and applications here!&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Third party applications ==&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
&lt;br /&gt;
* [http://social.bioware.com/project/218/ Tazpn's command line tools] - This packages includes an command line application for converting Dragon Age models from the native format to something that can be manipulated or used a reference for non-derivative works.&lt;br /&gt;
* [http://social.bioware.com/project/1060/ GUI for tazpn's Command Line Tools] - This is an easy-to-use program to convert Dragon Age Models utilizing tazpn's Command Line Tools &amp;amp; the Dragon Age Toolset Command Line Tools.&lt;br /&gt;
*[http://social.bioware.com/project/41/ DATool: DA model manipulator] - This is a tool for viewing, retexturing and resizing DA models. DATool allows you to easily browse the available DA models and make certain modifications to them.&lt;br /&gt;
*[http://social.bioware.com/project/563/ DA:O Toolset Model Exporter] - 3DS max and GMax. Can export static and animatable models. Also Collision,Materials,Animation. Current Version: 1.5.0&lt;br /&gt;
*[http://social.bioware.com/project/899/ Blender Import-Export Script] - A set of tools to import-export meshes and extract resources from erf or rim files, all working into Blender.&lt;br /&gt;
*[http://social.bioware.com/project/2246/ LightWave import-export plugin] - a plugin for [http://www.newtek.com/lightwave/ NewTek LightWave 3D]. Currently allows to import .msh files into LightWave and export 3d data from Modeler module to .msh.xml format.&lt;br /&gt;
*[http://social.bioware.com/project/1511/ Lightmap Post Processor] - Remove black artifacts from lightmaps.&lt;br /&gt;
*[http://social.bioware.com/project/2336/ GMax/3DSMax DA:O Model and Animation Import Export] - Importing and Exporting of Models and Animation. Model Creation Tools. Supports the free GMax as well as 3dsmax4 to 2011. Latest Version5.30 (08/23/2010)&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
*[http://social.bioware.com/project/563/ DA:O Toolset Model Exporter] - 3DS max and GMax. Exports Animation. Also Models/Materials/Collision.&lt;br /&gt;
*[http://social.bioware.com/project/2336/ GMax/3DSMax DA:O Model and Animation Import Export] - Importing and Exporting of Models and Animation. Makes Animations for use in Cutscenes or in Animation Blend Tree for use on Characters. Supports the free tool GMax as well as 3dsmax4 to 2010.&lt;br /&gt;
&lt;br /&gt;
=== Game data ===&lt;br /&gt;
&lt;br /&gt;
*[http://social.bioware.com/project/755/ GDApp] - GDApp is a simple editor that natively creates or modifies Dragon Age: Origins GD2A spreadsheet files (*.gda), without the need of Excel files.&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Template:BSN_link&amp;diff=19954</id>
		<title>Template:BSN link</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Template:BSN_link&amp;diff=19954"/>
				<updated>2022-02-01T12:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Created page with &amp;quot;&amp;lt;div style=&amp;quot;background:#f6f6f6; border: 1px solid #d0a5a5; padding:4px; margin-left:20%; margin-right:20%;&amp;quot;&amp;gt; &amp;lt;p&amp;gt;&amp;lt;b&amp;gt;This article contains links to the BioWare Social Network (B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background:#f6f6f6; border: 1px solid #d0a5a5; padding:4px; margin-left:20%; margin-right:20%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;This article contains links to the BioWare Social Network (BSN), which is now closed.&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;These links should be replaced with working links where possible, and tutorials edited to remove reliance on BSN.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Articles containing BioWare Social Network links]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Maintenance templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Dragon_Age_2&amp;diff=19952</id>
		<title>Dragon Age 2</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Dragon_Age_2&amp;diff=19952"/>
				<updated>2022-01-26T11:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Updated pyGFF and GDApp bsn links to nexus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No toolset has been announced for Dragon Age 2 at the time of writing.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, some of the information in this wiki will help DA2 modders, who may wish to share their knowledge here, too. &lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
&lt;br /&gt;
Obviously, since this wiki was originally written for DAO, by default it refers to DAO, not DA2.&lt;br /&gt;
&lt;br /&gt;
The same applies to the [http://social.bioware.com/forum/1/subindex/70 Toolset Forum] and [http://social.bioware.com/browse_bw_projects.php Projects], where DA2 modders are most welcome.&lt;br /&gt;
&lt;br /&gt;
So, it would help everyone if DA2 projects, forum posts, wiki articles, sections and comments were clearly labelled as DA2, to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
Ideally, information which only applies to DAO should be labelled, too, but that isn't going to happen comprehensively, so make no assumptions!&lt;br /&gt;
&lt;br /&gt;
==Overview : how DA2 differs from DAO==&lt;br /&gt;
&lt;br /&gt;
This information is evolving. Early days!&lt;br /&gt;
&lt;br /&gt;
* Since there is no toolset or source material for DA2, it is not possible to work with [[Design | design resources]].&lt;br /&gt;
&lt;br /&gt;
* However, it is possible to make simple changes to the exported DA2 resources (areas, creatures, conversations etc) that ship with the game.&lt;br /&gt;
&lt;br /&gt;
* It may also be possible to make new resources with the DAO toolset, export them, and package them for DA2.&lt;br /&gt;
&lt;br /&gt;
* The official exported resource files are held in [[ERF]] containers. DA2 uses version 3.0 for both main game content and DLC, whereas DAO uses version 2.0 for main game and expansion resources  and version 2.2 for DLC.&lt;br /&gt;
&lt;br /&gt;
* The exported resource file format is [[GFF]]. DA2 uses versions 4.1 and 4.0, while DAO uses version 4.0. Both games also use version 3.2 for some content types.&lt;br /&gt;
&lt;br /&gt;
* The DAO toolset does not support ERF 3.0 or GFF 4.1 (see next section for alternate tools). With an available version 2.0 erf file, courtesy of Thought Process, the DAO toolset can be used to compile scripts that can be used in DA2. Similar custom erf files could likely be made to enable using models from DA2 in the DAO toolset to create new creature templates, though these will likely require hand editing in a stand-alone gff editor for use in DA2. Since many DA2 file types are the same as their DAO counterparts (with perhaps minor differences), those files will likely work as exported from the DAO toolset; if not, there are ways to tweak them manually.&lt;br /&gt;
&lt;br /&gt;
* [[List of file types|Resource formats]] are generally the same (or similar) for both DAO and DA2.&lt;br /&gt;
&lt;br /&gt;
* One exception is that the DAO conversation format (.dlg) has been replaced by .cnv in DA2. However, they share the same basic node structure, and it may be possible to convert dlg files to cnv.&lt;br /&gt;
&lt;br /&gt;
==Builder Resources==&lt;br /&gt;
&lt;br /&gt;
Some of the basic tools are&lt;br /&gt;
&lt;br /&gt;
* [https://www.nexusmods.com/dragonage/mods/4512 pyGFF] for working with GFF files&lt;br /&gt;
* [https://www.nexusmods.com/dragonage/mods/214 GDApp] for editing 2DA files and exporting them to Excel&lt;br /&gt;
* [http://social.bioware.com/project/4419/ ERFv3 Packer] for putting files into the new format ERF container&lt;br /&gt;
&lt;br /&gt;
See also [http://code.google.com/p/dragon-age-open-house/wiki/BSN_DA2IndexBuilders Community Index].&lt;br /&gt;
&lt;br /&gt;
== Followers ==&lt;br /&gt;
&lt;br /&gt;
* gen00fl_bethany&lt;br /&gt;
* gen00fl_carver&lt;br /&gt;
* gen00fl_varric&lt;br /&gt;
* gen00fl_anders&lt;br /&gt;
* gen00fl_aveline&lt;br /&gt;
* gen00fl_isabela&lt;br /&gt;
* gen00fl_merrill&lt;br /&gt;
* gen00fl_fenris&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Getting_Started&amp;diff=19951</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Getting_Started&amp;diff=19951"/>
				<updated>2022-01-26T10:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ashhawk: Updated toolset download link from bsn to dragonagekeep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
* [http://dragonage.bioware.com/ Install the game.] Ensure that Dragon Age is installed before dabbling in the toolset, as it relies on the game's resources and engine, and cannot function without them.&lt;br /&gt;
* [[Creating an account|Create an account.]] In order to contribute to pages on the DA Builder Wiki or participate on the BioWare Social Network, you will need to create an online user account.&lt;br /&gt;
* [http://social.bioware.com/user_bw_games_register.php Register the game.] In addition, you will need to register your copy of Dragon Age before gaining access to game-owner only content, including the toolset.&lt;br /&gt;
* [https://dragonagekeep.com/en_US/downloads Download the toolset.] The Dragon Age toolset contains the same functionality used by BioWare to craft the official campaign, and provides the power and flexibility to create your own custom content and adventures.&lt;br /&gt;
* [[Installing the toolset|Install the toolset.]] Refer to this page for general information and step-by-step instructions to installing the toolset.&lt;br /&gt;
* [[Installation troubleshooting|Troubleshooting.]] Refer to this page for specific information on how to resolve issues in the event that toolset installation goes awry.&lt;br /&gt;
* [[Known issues|Known issues.]] Refer to this page for a currently documented list of known issues and bugs in the current version of the toolset.&lt;br /&gt;
&lt;br /&gt;
== Overview of the Toolset ==&lt;br /&gt;
&lt;br /&gt;
*[[Overview of the toolset|Overview of the toolset:]] A quite good overview of interface layout and toolset resource management.&lt;br /&gt;
&lt;br /&gt;
*[[Comparisons with other toolkits|Comparisons with other toolkits:]] A brief feature overview of the Dragon Age toolset for users familiar with similar software (e.g., the NWN Aurora Toolset).&lt;br /&gt;
&lt;br /&gt;
== Starting the Toolset ==&lt;br /&gt;
&lt;br /&gt;
{| align=right&lt;br /&gt;
|[[File:Titlebar components.png|thumb|300px|right|How to determine which module is currently open]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Warnbox|Do not edit Single Player or Core Resources with custom content!|300px}}&lt;br /&gt;
|}&lt;br /&gt;
Before using the Toolset, it is important to take note of what [[Module|module]] the toolset has open. A module is a &amp;quot;container&amp;quot; in which game resources are stored in; you will only be able to see the resources for the currently open module (and any modules that it is marked as depending on). The default module when first starting the Toolset is the &amp;quot;Demo&amp;quot; module, which is a very small and simple module intended to show several common resource types in a basic pre-built adventure that you can experiment with safely.&lt;br /&gt;
&lt;br /&gt;
The main Dragon Age: Origins campaign resources are stored in a module named &amp;quot;Single Player&amp;quot;. If you're just starting out with the toolset, it can be dangerous to edit these, as you could inadvertently corrupt your main campaign. Take care when exploring not to edit any of those resources without knowing what you're doing.&lt;br /&gt;
&lt;br /&gt;
The first basic steps in the Toolset shall be to create your own [[Module]]. The only possible type of Module is &amp;quot;Addin&amp;quot;, but note that this name is somewhat misleading; it is possible to have &amp;quot;standalone addins&amp;quot; that are completely separate from any other module (such as the main campaign).&lt;br /&gt;
&lt;br /&gt;
*See: [[Module]] - For a general overview of how a Module works, and what awaits you.&lt;br /&gt;
&lt;br /&gt;
== Using the Toolset ==&lt;br /&gt;
&lt;br /&gt;
As described in the overview linked to above, the game uses a wide variety of resource types. A &amp;quot;resource&amp;quot; is something that you can create, such as a script or a creature, and you will often need to combine many different resources together to accomplish a particular design goal. The toolset consists of many independent tools for working with these different types of resources. These tools can be well discussed separately.&lt;br /&gt;
&lt;br /&gt;
The next best step for learning the toolset would be to look into the categories on the [[Main Page]], which link deeper into each topic and the tools involved with them. If you are having questions at a specific part of the toolset give this Wiki a search for it. This can be very specific, and always worth a try. You may also find the [http://social.bioware.com/forum/1/subindex/70 toolset forums] to be useful in solving specific problems the documentation here may not cover.&lt;br /&gt;
&lt;br /&gt;
A list of certain Interest, and the 3 Resource types:&lt;br /&gt;
*[[Design]] - Talks mainly about Designer Resources, such as Items, Monsters, NPC's, Vendors, etc.&lt;br /&gt;
*[[Art]] - Talks mainly about Art Resources, such as Models, Textures, Facemorphs, etc.&lt;br /&gt;
*[[2DA]] - Talks about the 2DA Resourcetype, which is sets of Gamewide usable variables and references.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips and tricks ===&lt;br /&gt;
*[[Shortcuts]] - Assorted toolset shortcuts.&lt;br /&gt;
*[[Common Problems]] - Little things that most people will need to know but that are not necessarily obvious.&lt;br /&gt;
&lt;br /&gt;
== Specials ==&lt;br /&gt;
&lt;br /&gt;
It is currently not possible to delete a module by normal means. &lt;br /&gt;
&lt;br /&gt;
If you run into a problem that the documentation doesn't cover and that you can't fix, contact toolsetsupport@bioware.com&lt;br /&gt;
&lt;br /&gt;
== Removing Custom Content ==&lt;br /&gt;
&lt;br /&gt;
This section describes how to remove all custom content from the game.&lt;br /&gt;
&lt;br /&gt;
To be on the safe side, before you start, you might want to &lt;br /&gt;
&lt;br /&gt;
* disable all the unofficial add-ins on the DLC screen in game&lt;br /&gt;
* play a recently saved game (using the Force Load option) to confirm that it works reasonably well without the add-ins&lt;br /&gt;
* back up your Documents &amp;gt; Bioware folder&lt;br /&gt;
&lt;br /&gt;
Since you can't be certain that all authors have followed best practice, you'll need to clean out all the folders that can be customised.&lt;br /&gt;
&lt;br /&gt;
In Documents &amp;gt; Bioware &amp;gt; Dragon Age,&lt;br /&gt;
&lt;br /&gt;
* In the AddIns folder, delete all the folders except Demo, Single Player and anything starting with dao_prc (the official DLC).&lt;br /&gt;
* Delete any files In the AddIns &amp;gt; Single Player folder and sub-folders (you might get away with just deleting the Single Player folder, but caution never hurts).&lt;br /&gt;
* Delete any files from the modules and packages folders.&lt;br /&gt;
&lt;br /&gt;
== Dragon Age 2 ==&lt;br /&gt;
&lt;br /&gt;
See [[Dragon Age 2]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Ashhawk</name></author>	</entry>

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